{"id":946,"date":"2018-11-22T20:12:27","date_gmt":"2018-11-23T04:12:27","guid":{"rendered":"http:\/\/www.adamantyr.com\/blog\/?p=946"},"modified":"2018-11-22T20:12:27","modified_gmt":"2018-11-23T04:12:27","slug":"many-thanks","status":"publish","type":"post","link":"http:\/\/www.adamantyr.com\/index.php\/2018\/11\/22\/many-thanks\/","title":{"rendered":"Many Thanks"},"content":{"rendered":"<p>A very happy Thanksgiving to everyone! I am always thankful that I have at least a few people paying attention to my project. Despite taking WAY too long on it. \ud83d\ude42<\/p>\n<p>I&#8217;ve been working on an FX tester recently. FX is a huge part of spellcasting in combat, and I need to be able to fine tune that code specifically in isolation so that I can make it perfect without having to hack the game.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-947\" src=\"http:\/\/test.adamantyr.com\/wp-content\/uploads\/2018\/11\/fxtester.png\" alt=\"\" width=\"272\" height=\"208\" \/><\/p>\n<p>There is a lot of aesthetics going into the design, so I need to be able to play with graphics, colors, and other factors quickly. My original &#8220;move sprite from A to B&#8221; code wasn&#8217;t quite perfect either, often over-shooting the mark. I&#8217;ve come up with a design that both allows different speeds by only opening interrupts to display sprite position changes at given intervals, and is also completely deterministic so they won&#8217;t &#8220;shoot past&#8221; their mark.<\/p>\n<p>Hopefully I can get most of the engine work done and focus on content&#8230; I may have to start beta-testing with only the first 25% of the content complete.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A very happy Thanksgiving to everyone! I am always thankful that I have at least a few people paying attention to my project. Despite taking WAY too long on it. \ud83d\ude42 I&#8217;ve been working on an FX tester recently. FX &hellip; <a href=\"http:\/\/www.adamantyr.com\/index.php\/2018\/11\/22\/many-thanks\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[16,3,4,11,12],"tags":[],"class_list":["post-946","post","type-post","status-publish","format-standard","hentry","category-assembly","category-coding","category-crpg","category-screenshots","category-ti-994a"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/pgaeMJ-fg","_links":{"self":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts\/946","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/comments?post=946"}],"version-history":[{"count":1,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts\/946\/revisions"}],"predecessor-version":[{"id":948,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/posts\/946\/revisions\/948"}],"wp:attachment":[{"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/media?parent=946"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/categories?post=946"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.adamantyr.com\/index.php\/wp-json\/wp\/v2\/tags?post=946"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}