Several new twists on an arcade puzzle classic, with level and color scheme editor, continuing a project put on hold for two decades. Originally started on my Amiga 1200 in the mid 90s.
Because I'm crazy, I've started my second rewrite. Now in C++ instead of Haxe. (I originally started in TypeScript.) My reason is that I switched to wanting pixel-specific rendering, and tile-copying in OpenFL was going to be a mess for that. And I'm seriously considering procedural animation on the characters and more.
Haxe can compile to C++, but it's sort of slow at that. And Neko was sometimes substantially slower at runtime for serious loops. And I was still trying to learn what was efficient or not in Haxe -> C++, too. I'd sometimes do this by looking at the C++. Just coding in C++ (with faster compiles now) is more straightforward.
So, instead of moving forward still, I'm catching up again. But I do have something new to show. I now have edge highlight/shade for bricks chopped off at edges (sample image "enlarged to show texture").
And I'm using std::normal_distribution for Gaussian noise (still bounded) instead of uniform random sampling.
For details, I'm on raw SDL using C++11.
Going forward, instead of going into energy block rendering now (which I'd intended before starting over again), I should probably spend some time on UI and then figuring out how to procedurally animate the little dudes.