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21
2 years ago

For day 455 of coding, I have coded in the card visibility set-up for when the player splits the hand




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For day 1141 of coding, I fixed the collision error. It turns out that two of the variables needed for the collision needed to be updated after the speed change from knockback

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

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

Join a mercenary team: high-risk, low-benefit positions available!

Defend cargo trains in this innovative Turn-Based Tower Defense meets Reverse Bullet Hell.

Wishlist the game now: https://bit.ly/AustraliaDidItSteam

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

Immerse yourself in Aether & Iron, a Decopunk Narrative RPG set in an alternate 1930s where anti-gravitational technology has taken cars, roads, and even New York City into the sky.

Play the Steam Next Fest demo & wishlist now: https://bit.ly/AetherAndIron

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

For day 1140 of coding, I have found where the infinite loop is happening through GMS2's debug mode. I haven't been a able to fix it yet unfortunately

Happy Devruary! Devruary Day 25 celebrates @Ulisan ! They're an old-school gamer and the game dev behind multiple fighting games! We also have a question for the devs of Game Jolt: What does success look like for your current project?

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