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38
2 years ago

For day 589 of coding, I tested different time intervals that determine when the lasted recorded collision will be cleared. So far, it looks like half-second intervals provide the best result




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For day 1165 of coding; I tried making some changes to the code, but the collision is still acting the same way

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

For day 1164 of coding, I did some testing with the moving collisions. I will need to do some tweaking to the code from the results

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 1166 of coding; with collision issues still occurring, I'm currently looking into exactly how "place_meeting()" interacts with the objects and tiles

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 1161 of coding, I've tried adjusting the speed to see if it would affect the vertical collision problem. It did not

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

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 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