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12
2 years ago

For 219 of coding, I've implemented the code for an object to face towards the player

The object acts a little funny when the player is directly right of it, so that will be looked at later




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For day 1104 of coding; with the new depth sorting in place, I have adjusted the depth of the layers to make room for the sorting range

For day 1105 of coding, I made sure to apply the new depth sorting code to the item pick-ups

For day 1102 of coding, I've learned a bit on how depth is calculated during the game's running time. I still haven't figured out how the depth umps drastically while in the forest maze

My game in 50 seconds #indiedev #Gamedev #steam

For day 1101 of coding; I ran the game through GMS2's debugger and found the area in the code where the extra depth change happened, but it's not immediately clear what caused the change

🆕🔥New mechanic! Place wet souls into sponges to cool down scorching terrain and make your way through!

For day 1108 of coding, I've given more space between the clouds. It does look a lot better. Less is more indeed

For day 1100 of coding, I have found that there is something setting the depth in the positives after the depth calculation. I have yet to locate where that is happening

I've created a new form of parkour in Weefager! What do you think?

For day 1103 of coding, I am working on some new calculations for depth sorting. Nothing to really show yet though