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29
2 years ago

For day 235 of coding, the plant's lobbed projectile can now poison the player




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For day 1109 of coding, I made sure the forest exits are set to the correct depth that will allow the shadows to appear over them

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

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

My game in 50 seconds #indiedev #Gamedev #steam

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

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

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

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

For day 1107 of coding, I've put in the depth sorting for the big rocks with some adjustments to what y position to make the calculations from