Hey everyone.
I’ll start of this post with my usual ‘I really need to post more, sorry about that’ opening. ^_____^
So, Kodama news:
Kodama has recently acquired a new artist, something that took a while & quite a few difficult choices. As some of you may know, we had an artist, we lost the artist, we got a new artist, the new artist had no time, and now we’re on our third artist who resides in London and I’m actually able to meet with and discuss things as they happen. This is pretty refreshing as the previous artist was abroad and it means I’m a little ‘cautious’ when it comes to any sort of monetary discussions due to foreign taxes, sending money etc etc.
Less artistic but just as great news:
We moved Kodama from HaXe to XNA 2 days ago, the reason for this was that whilst we were using HaXe, it didn’t quite ‘gel’ with Abel, and its disheartening if you aren’t enjoying your coding at all. This wasn’t an issue until we hit an axis problem, unfortunately Haxe is limited to a single value for scaling instead of having separate X & Y scaling and this was a big issue for us. So we moved, it only took us a day in total and everything’s working fine again.
It’s not yet 100% as you can see in the screenshot below, but by the end of today it’ll be perfect, with new stuff.
The screenshot using a combination of older and newer graphics, this doesn’t represent the final game graphics however (especially as the design for Kodama himself has changed). 
For Physics we’re using the Farseer Physics Engine and everything else is purely Kodama custom code. Now we have a new artist (I feel like I’ve said this before) we’re moving along, we got a little disheartened without anything pretty to look at, we’ve been on this project a long time and want to make it the best it is, which is taking a little longer than we had anticipated.
I may also have another small surprise, I’ll let you all know if it works out.
Dan