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21
2 years ago

For day 230 of coding, I've updated the enemy spawner to include bats

I've also updated it to spawn when there are less than 6 enemies on-screen instead of 3




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For day 1106 of coding, I've further adjusted the shadow's speed and transparency

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

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

My game in 50 seconds #indiedev #Gamedev #steam

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

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

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 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

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

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