
Next up
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
For day 1173 of coding; I've applied the damage flash into the new collision method, but I'll have to make it only happen when it's inactive
For day 1163 of coding, I got the moving collisions to work properly for now
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 1172 of coding, I tried setting up some conditions for the collisions to no avail
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 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
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












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