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32
6 months ago

For day 970 of coding, I've removed some redundant code for the player's collision and tested to make sure it still works




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For day 1143 of coding, I've set up an invulnerability timer after the player gets hurt. I don't have any other indicators set up yet

For day 1146 of coding, I tried shortening the invulnerability period and making the "blinks" more rapid to see how it looks overall

For day 1145 of coding, I've added the invulnerability time to the lower left portion of the debug screen

Did you miss out on any of the games we highlighted from Steam Next Fest? They're all listed in the article. Check out their demos before Next Fest ends!

For day 1148 of coding, I've added a flashing red color blend during the invulnerability period. I am currently working on how to apply it as a shader instead

Akatori is an epic metroidvania where you wield your staff to fight, jump, and explore diverse realms across different eras.

It's also one of the games that's part of Steam Next Fest!

Play the Steam Next Fest demo now: https://bit.ly/Akatori

For day 1151 of coding, I made a moving "enemy" to test enemy collision while it's moving. The results are interesting, and will need to be looked into why

For day 1147 of coding, I put a red shader on the player when the knockback happens. I'll need to see if I can apply a similar shader during the invulnerability period

Take a trip to Nostalgia Land in @JacksonG13 's Sky World 64, a cozy sandbox game that harkens back to the 64-bit era.

This survival experience takes heavy inspiration from Minecraft’s Skyblock!

Play the Steam Next Fest demo now: https://bit.ly/SkyWorld64

For day 1144 of coding, I've set the player sprite to flash in and out during the time of invulnerability. It's not great, but it can serve as a base for something better