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When the weapon collides with an enemy a ray is cast from the edge of the weapon. The coordinate where the ray hits the edge of the game area is used to set velocity to the enemy in question.
Right! A bit of an update. Found and corrected the error. This is what current gameplay looks like. For my thesis project at Yrgo I will build an enemy AI for this game, and until then continue to improve the feel of the game.
The player do two different attacks in two directions. Bash and Uppercut. Direction is controlled by mouse pointer position in relation to the player.
This is what I'm currently trying to solve. When the enemy is hit it's sometimes ignoring its heading and thus not travelling correctly. Only sometimes of course. Gotta love those "only sometimes" bugs.
Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂
What's coming out of your own improvs? 🤔
#Pecaminosa | #IndieDev | #OST | #Jazz
art comission.
We are under attack!
Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.
Runestones: from concept to in-game model🗿
One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!










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