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1 month ago

For day 912 of coding, you can now cycle between both options in the pause menu




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For day 955 of coding, I tried using switch checks to fix the collision. It turned out to be a bad idea

For day 954 of coding, I tried using another variable to keep the collision register only at 1; but it's not working like I had hoped

Here is on my other OCs, Charles Johnson, in a Gamejolt palette

#GameJoltColors25

Lynked: Banner of the Spark is a colorful action-RPG & town-builder where you and your robot buddies help build a new future from the ground up.

⚠️ The game has a free Steam Weekend from August 7 to August 11!

Try the game now: https://bit.ly/LynkedSteam

For day 950 of coding, I've changed how the collision checks are handled. It seems the one collision is working properly, but now I have some trouble with the collision above the wall

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

For day 946 of coding, I'm on the right track in correcting the collision while dashing

For day 952 of coding, I drew a new box for debug that will show the player's movement hitbox in relation to the normal hitbox

The Knightling launches on August 28! Wishlist it now so you don't miss out: https://bit.ly/KnightlingSteam

To celebrate the game's impending release, we've added The Knightling Pack and The Knightling Community Pack back to the Shop!

For day 951 of coding, I adjusted the dash speed to confirm my suspicion on why the collision error is occurring. It is indeed the dash is too much for the player's hitbox. I need to figure out why it only really occurs while right against the wall