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21
2 years ago

For day 258 of coding, I've converted the tile generation storage from arrays to a ds grid

I also made a new tile for a more defined starting area; now set with the function, ds_grid_set_disk()




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

For day 1099 of coding, I applied the same code to the trees to see if it had the same effect as it did on the player. I have also discovered other issues related to the depth calculation

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 1098 of coding; I think I got the depth down, but now the player sprite looks weird

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

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

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

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

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