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2 years ago

For day 613 of coding, I have reverted the knockback process back to how it was before until further notice. I've also made it to where the player will face the same direction as before the bounce




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For day 1178 of coding, I've implemented the change to the vertical collision as well. Sill cannot get two objects to simultaneously push the player

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

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

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

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

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

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 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