Loading...
27
9 days ago

For day 1219 of coding, I tried using collision_rectangle() instead of place_meeting() for the block's collision. It seems to be working better so far




0 comments

Loading...

Next up

For day 1224 of coding, I made sure the enemy collision also applies to enemy objects (ex. the lower dragon; upper dragon is marked as NPC)

For day 1225 of coding, I made sure that the player's push function is still active when pushing the block against the wall/object

For day 1215 of coding, I did some tests with pushing and found this interesting error

My game in 50 seconds #indiedev #Gamedev #steam

For day 1216 of coding, I am working on a collision function for the pushable objects. It doesn't appear to be working quite yet

I've created a new form of parkour in Weefager! What do you think?

For day 1222 of coding, I cleaned up the collision code up a bit to help better differentiate between each target collision

For day 1221 of coding, I am currently working on creating a new group for pushable objects. So far, progress is good

Project(s) & Health Update

I'm alive! I have been resting a lot after the brutal game jam crunch... We didn't make the deadline, but the team is very invested and determined, so we'll finish the demo-

For day 1226 of coding, I'm working on having the push block collide with "wall" tiles. It seems to work, although it looks a bit weird