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33
3 months ago

For day 454 of coding, the dealer now reveals their hidden hard once it is time. The cards also disappear when you leave, or start a new game




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For day 552 of coding, the ricocheting objects now have basic collision with the player. There is some work that needs to be done as some interesting things will happen based on how the collision happened

For day 551 of coding, I have put wall collisions on the chasing object

Check out the @PortableMoose shop for exclusive SALLY FACE avatar frames, backgrounds and stickers!

We better see you supporting blue pig tails this weekend!

Collect 'em all here: https://gamejolt.com/#shop #sallyface #gjbroadcast

For day 553 of coding, I've tried to utilize a timer for when the object collides with the player. That didn't work; the colliding objects can still be stuck on the player

Let's take another look at the next big update for The Bunny Graveyard! Featuring the one and only, Boxers.

For day 555 of coding, I tried using structs to store and retrieve room information. I'll need to look into and fix how the struct information gets translated

For day 550 of coding, I tried implementing having the overall size of the map be randomized. It appears oddly stretched in some cases when the whole map is visible, but having a camera zoomed in on the player would not make it an issue

Introducing.... figurines! A new type of collectible coming to the next big update for The Bunny Graveyard

Coming to Nintendo Switch and PC this summer!

For day 551 of coding, I have set the movement for the chasing object to lock to the 32x32 grid the map is based on