Game
fezEngine
3 years ago

Haven't posted in a while, I'm getting back to working on #fezEngine


A lot of stuff changed since the last time, mostly outside of the engine, I'm even thinking of starting from scratch, not because I forgot my code, it's because my code was bad, specifically:

  • Everything is in a single sprite, absolutely no incapsulation.

  • No temporary memory systems implemented, if I needed a temporary variable, I would create it as a variable, not as a cache list item that I can then remove.

  • The engine was not made with performance in mind, it was too late in development when performance issues arised.

  • A lot of the existing functionality is buggy, including bugs related with scratch compatibility.

I'm currently reworking selective formatting, on release it should have even more functionality and be less glitchy.



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Next up

New advanced batch blocks and debug blocks coming soon!

I went a bit too far when I started implementing pointers and jumps in scratch using lists

all this to basically make a parser

have a bizzare graph and dont @ me

thanks ig

.... ... .

Soo fezEngine is kinda pointless now that extensions made scratch usable, it also is not very compatible with scratch because send/receive message blocks are laggy as all hell unless you're using turbowarp which 'mind you has extensions, oh well

banger

Scratch not being able to recognize capital letters ruins my text engine

Now would you look at that, it's fixed! That means that the 4th demo of #fezEngine is near, stay tuned!

#fezEngine's biggest changelog so far!