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18
3 years ago

For day 176 of coding, the enemy now has an attack once it's in range of the target

I've also adjusted the player's origin point to help with the enemy's targeting




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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 1185 of coding, I changed the pushing code back to how I had it the first time as it's the most successful attempt so far. There's still a position jumping issue that I haven't been able to replicate yet

For day 1183 of coding, I made an unsuccessful attempt at fixing the object latching on to the player. This attempt just led to jumping and freezing

My game in 50 seconds #indiedev #Gamedev #steam

For 1179 of coding; I should've realized this sooner, but object creation order is important for object interaction. I swapped the speed and positions of the test objects

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

For 1180 of coding, I was doing some testing on collisions. The collision glitch in this video may be a problem, I might just design in way where it doesn't occur for now

For day 1184 of coding, I made another attempt to stop the catching. While not as catastrophic, the object latches on a bit more than originally

🆕🔥New mechanic! Place wet souls into sponges to cool down scorching terrain and make your way through!

For day 1182 of coding, I've applied vertical pushing. I just nee d to look into how to keep the object from occasionally latching on to the player