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30
2 years ago

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




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For day 1172 of coding, I tried setting up some conditions for the collisions to no avail

For day 1168 of coding, I've fixed how the player's collision box is displayed. This will make it easier to accurately test collisions

For day 1167, I've noticed that the draw functions seem to not display the boundaries accurately. So far, I have fixed how the player's origin point is displayed

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

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 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 day 1175 of coding, I have found another collision error trough testing

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

Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta

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