Blog : A Day of Rest (and mostly melt)
Gotta love a good heatwave.. NOT!!
* thumb * https://SoCoder.net/uploads/1/2026/28/IMG_3271_jpeg.jpeg * /thumb *
The dining room's thermometer. This is the general temperature throughout the house.
Most of the rooms are similar, varying by about half a degree or so.
28's ''Gosh, it's hot!'' weather for us Brits, and yesterday was over 28 for most of the afternoon, right through until the middle of the night.
It just about managed to hit 30, and that was not pleasant.
* thumb * https://SoCoder.net/uploads/1/2026/28/IMG_3272_jpeg.jpeg * /thumb *
The porch is a small (can barely fit two people in it) little room at the front of the house, with windows and a door, and once the sun comes around the front... My god, does it get hot..
And.. My god, did it get hot.
And this is it with the front door wide open, in a desperate attempt to get any kind of breeze flowing through the house.
Which didn't work, by the way, because there was no breeze.
* thumb * https://socoder.net/uploads/1/2026/28/IMG_8892.jpeg * /thumb *
Not a cloud in the sky...
* thumb * https://SoCoder.net/uploads/1/2026/28/IMG_8890_jpeg.jpeg * /thumb *
Molly's loving it.
**Meanwhile...**
So I spent a little while making a few more Besqueashed level styles.
One of them uses JSE's lighting buffer to great effect, so I'm going to try to play around with that a little more, to see what else I can come up with.
I've also added a new mechanic to that same level, too which gave the game a whole different vibe. I might end up using that same mechanic in other levels, but I'm trying to come up with a different gimmick for each one.
Michael Fernie seemed happy with my suggestion of using different spritesheets for different levels, and as much as I feel like that should be doable, I'm also really aware of how utterly horrible it is to use JSE to do that.
One accidental click, and you erase a ton of your alternative sprites.
I think a rewrite of the Image Editor would likely be required before I tackle things like that.
The way the image editor works is that it scoops up ALL of the Symbol commands in your code and lets you edit slots 0-99.
When you click save, it DELETES all of the Symbol commands in your code, and replaces the whole lot with a giant chunk of code at the top, which is where all the new Symbols are stored.
If I want to replace Symbol 5 halfway down the code (which does work, in code!) as soon as I click Save in the image editor, then only one of the Symbol 5's will be saved, and the midway symbol will be lost.
EVERY TIME..
I can't think of an interesting way to allow for ''These symbols here, but those symbols there'', which would work intuitively with the Image Editor.
The way I've done it so far is to have a couple of scripts, each with different symbol sets, then copy+past along the way, but given the ''OMG, have you seem the code!?!'' nature of this particular JSE project.. .. That's not going to be easy to keep track of!
We'll see.
I literally have 6 months that I'm going to spend on this project, so it could be that I add something to JSE later to let me deal with that, and then I can implement it back into the game.
Hmm...
OK, back to melting we go.
Image : https://agameaweek.com/completeB/2026/A_Day_of_Rest_and_mostly_melt_Blog_20260711A.png