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30
2 years ago

For day 540 of coding, I made some changes to some of the path making. On the next path; the code determines if the next path comes from the start room, or the room previously connected




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For day 1107 of coding, I've put in the depth sorting for the big rocks with some adjustments to what y position to make the calculations from

For day 1110 of coding, I've added a new layer with a new set of clouds to see how it looks

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

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

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

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

For day 1108 of coding, I've given more space between the clouds. It does look a lot better. Less is more indeed

For day 1106 of coding, I've further adjusted the shadow's speed and transparency

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