Weekly Dev Update – Double Jumps, Mouse Chaos, and Monitor Madness
This week started with what I thought would be a small fix… and ended up being one of those weekends.
Fixed the Double Jump (Finally)
The good news first: the double jump is fixed. The less good news is why it was broken. I ran head-first into some nasty scene mouse pointer conflicts, which forced me to take a step back and really look at how things were wired together.
Restructuring and Cleanup
That investigation turned into a pretty major refactor. I spent most of the weekend restructuring scenes and cleaning things up:
- Reduced a fair bit of spaghetti code
- Broke systems into more independent blocks
- Switched to cleaner signal-based communication
It took longer than I wanted, but the payoff is worth it — the codebase is now much easier to reason about and far more modular.
New Menu Screens
While I was in cleanup mode, I also added a couple of new menu screens. Nothing flashy yet, but the structure is now there to expand on them properly without everything being tightly coupled.
Game Editor GUI Side Quest
Of course, I managed to get side-tracked…
I went down a rabbit hole fiddling with the game editor GUI, particularly how the window behaves when moving between monitors with different resolutions. Laptop screen, normal monitor, ultra-wide — it was driving me mad.
One thing that really annoyed me was that I couldn’t reliably position the game window in the top-right corner when switching displays. Different resolutions plus window positioning equals pain.
Window Profile Solution
Rather than fight it every time, I ended up writing a custom menu extension that lets me
pick a window profile with explicit x and y coordinates.
- A profile for the laptop
- A profile for a standard monitor
- A profile for the ultra-wide
Not exactly a gameplay feature — but it massively improves my day-to-day workflow.
Overall, this week was more about stability, structure, and sanity than visible features. It wasn’t glamorous, but the foundation is a lot stronger now, which should make upcoming work faster (and hopefully with fewer surprise weekends).
Back to building.