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50
2 years ago

For day 328 of coding, I fixed a problem with the player's start position on the map.

Whenever the player goes to a new zone, the next position gets put onto variables that then get used for the next room

This video shows what the problem looked like




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For 1181 of coding, I am working on being able to push certain objects

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

For day 1183 of coding, I made an unsuccessful attempt at fixing the object latching on to the player. This attempt just led to jumping and freezing

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 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!

Play the beta: https://bit.ly/BanditTrapBeta

For day 1177 of coding, I think I've found a solution to the horizontal collision being detected on vertical movement. I'll do some testing later to iron out any further collision issues

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

This week's Fan Art Friday celebrates Bandit Trap! Accept the quest in your quest log to get started.

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For day 1184 of coding, I made another attempt to stop the catching. While not as catastrophic, the object latches on a bit more than originally