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71
2 years ago

For day 335 of coding, I have added transitions for when you go to the next room




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

For day 1169 of coding, I tried enlarging the player's hitbox to see if it changes anything. It didn't

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

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

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 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