Loading...
46
2 years ago

For day 255 of coding, the random tile generation works properly




1 comment

Loading...

Next up

For day 1102 of coding, I've learned a bit on how depth is calculated during the game's running time. I still haven't figured out how the depth umps drastically while in the forest maze

For day 1103 of coding, I am working on some new calculations for depth sorting. Nothing to really show yet though

For day 1104 of coding; with the new depth sorting in place, I have adjusted the depth of the layers to make room for the sorting range

My game in 50 seconds #indiedev #Gamedev #steam

For day 1098 of coding; I think I got the depth down, but now the player sprite looks weird

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

For day 1097 of coding, I made the shadows more transparent. I'm still working on it's depth in relation to the other objects

For day 1095 of coding, I've been placing more comments throughout the code. It's definitely helping me see better at what the code does

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

For day 1101 of coding; I ran the game through GMS2's debugger and found the area in the code where the extra depth change happened, but it's not immediately clear what caused the change