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2 years ago

For day 321 of coding, I've added notches to the bottom of the charge meter to better indicate the charge level




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For day 1173 of coding; I've applied the damage flash into the new collision method, but I'll have to make it only happen when it's inactive

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

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!

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Art is your weapon. Garen is your champion.

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(We've included Garen variants for inspo!)

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

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!

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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 day 1176 of coding, I tried incorporating the object's speed into one of the !place_meeting() conditions to no succuss

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

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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