Loading...
36
2 years ago

For 358 of coding, I managed to add a transition to the "Quit to Title" option




3 comments

Loading...

Next up

For day 1185 of coding, I changed the pushing code back to how I had it the first time as it's the most successful attempt so far. There's still a position jumping issue that I haven't been able to replicate yet

For day 1183 of coding, I made an unsuccessful attempt at fixing the object latching on to the player. This attempt just led to jumping and freezing

For day 1182 of coding, I've applied vertical pushing. I just nee d to look into how to keep the object from occasionally latching on to the player

Instead of doing #FanArtFriday, enter to win Opera GX’s #FirstStandArtContest!

This is your chance to win $5,000 USD! 💸

Art is your weapon. Garen is your champion.

Enter here: https://bit.ly/FirstStand

(We've included Garen variants for inspo!)

For day 1177 of coding, I think I've found a solution to the horizontal collision being detected on vertical movement. I'll do some testing later to iron out any further collision issues

Play @pm-studios ' Bandit Trap Open Beta!

Grab your rocket chairs, vacuums, and toilet tornadoes! Report one more time for our final beta! Live through March 23rd 6 am CET.

Complete quests based on the game!

Play the beta: https://bit.ly/BanditTrapBeta

For day 1178 of coding, I've implemented the change to the vertical collision as well. Sill cannot get two objects to simultaneously push the player

For 1179 of coding; I should've realized this sooner, but object creation order is important for object interaction. I swapped the speed and positions of the test objects

This week's Fan Art Friday celebrates Bandit Trap! Accept the quest in your quest log to get started.

Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta

For day 1184 of coding, I made another attempt to stop the catching. While not as catastrophic, the object latches on a bit more than originally