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30
2 years ago

For day 597 of coding, I have implemented different sprites for the objects to indicate how many collisions they can take with the player before being destroyed




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

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

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 1170 of coding, I have started working on an alternate means on collisions until I figure out more on how to better utilize "place_meeting()" with moving objects

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 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

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

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