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A Happy Neon Day Blog
20th October 2011
On Tuesday, things had started to go annoyingly slowly..
That part where the number of bug fixes grossly outweighs the number of fun happy additions you can be enjoying adding to your game.

But I did a lot of fixes on Tuesday!

-=-=-

Wednesday was much better!
Although I still had bug fixes to do, there was nothing annoyingly slow-paced about them.
Quick fixes.
The type that takes about 5 minutes at the most.

You know what I didn't do!?
I didn't keep a list again!
yeay!

A lot of my bugfixes were to do with the level generation, so I had a lot of those odd moments where I "fix" something, then have to hunt through the levels to see if I could remember where the thing I'd fixed had originally turned up!
These are the issues with pseudo-randomly generating all your levels.
On the plus side, I am definitely learning the level layouts, and I'm getting better at each one as I go.
I wasn't sure if that would work very well, given all the randomness, but... it is, and that's good!

I've added moving platforms near the "WTF, No Floor!?" areas, which oughta help a lot of the random-based issues that the game previously had, and I've tried to get it to not make those annoying blocked areas that the player can't jump through.
Nothing major, but annoying to find once you've fixed, especially given that the fix itself makes it somewhat more difficult to find!

Today's task will be to design EVEN MORE silly little baddies.
I need some easier ones!
The game's getting very hard with all these flinger and speedy type baddies everywhere, so I think today will have to be reduced in difficulty, and end up being a case of oddball squiggly lines, as opposed to recognisable remakes of older things.
.. maybe!

Then onto another background.
I did one yesterday, and it works, but it's all getting a bit samey.
Kinda got myself stuck in a corner there, I think.
Meh, whatever.. carry on!
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