
For day 472 of coding, I have started building the means for mouse interactivity. So far, the numbers become highlighted based on mouse position
Next up
For day 1109 of coding, I made sure the forest exits are set to the correct depth that will allow the shadows to appear over them
For day 1102 of coding, I've learned a bit on how depth is calculated during the game's running time. I still haven't figured out how the depth umps drastically while in the forest maze
For day 1110 of coding, I've added a new layer with a new set of clouds to see how it looks
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
For day 1103 of coding, I am working on some new calculations for depth sorting. Nothing to really show yet though
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
For day 1104 of coding; with the new depth sorting in place, I have adjusted the depth of the layers to make room for the sorting range
For day 1105 of coding, I made sure to apply the new depth sorting code to the item pick-ups
A new quest celebrating Dead Pets Unleashed just entered your quest log!
Dead Pets Unleashed is a rock feminist adventure where you play as a demon named Gordy (the bassist of the punk band Dead Pets.)
Play the #DeadPetsDemo now: https://bit.ly/deadpetsgj
For day 1101 of coding; I ran the game through GMS2's debugger and found the area in the code where the extra depth change happened, but it's not immediately clear what caused the change















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