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41
2 years ago

For day 320 of coding, I fixed up how the charged shot and meter functions

The shot fired is now accurately sized based on progression, and the meter changes colors accordingly




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For day 1172 of coding, I tried setting up some conditions for the collisions to no avail

For day 1170 of coding, I have started working on an alternate means on collisions until I figure out more on how to better utilize "place_meeting()" with moving objects

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

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 1174 of coding, I now have the damage reaction done only when inactive

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 day 1175 of coding, I have found another collision error trough testing

BIG NEWS: Your Bandit can wear a Game Jolt hat and shirt in Bandit Trap!

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

It ends on March 23rd at 6 am CET!

For 1180 of coding, I was doing some testing on collisions. The collision glitch in this video may be a problem, I might just design in way where it doesn't occur for now