
For day 479 of coding, I have move the button sprites and detection areas closer to the "Place Wager" prompt.
I have also adjusted the grid to better represent the x and y coordinates. Each square is 8x8
Next up
For day 1174 of coding, I now have the damage reaction done only when inactive
For day 1170 of coding, I have started working on an alternate means on collisions until I figure out more on how to better utilize "place_meeting()" with moving objects
For day 1177 of coding, I think I've found a solution to the horizontal collision being detected on vertical movement. I'll do some testing later to iron out any further collision issues
Play @pm-studios
' Bandit Trap Open Beta!
Grab your rocket chairs, vacuums, and toilet tornadoes! Report one more time for our final beta! Live through March 23rd 6 am CET.
Complete quests based on the game!
Play the beta: https://bit.ly/BanditTrapBeta
For day 1173 of coding; I've applied the damage flash into the new collision method, but I'll have to make it only happen when it's inactive
Instead of doing #FanArtFriday, enter to win Opera GX’s #FirstStandArtContest!
This is your chance to win $5,000 USD! 💸
Art is your weapon. Garen is your champion.
Enter here: https://bit.ly/FirstStand
(We've included Garen variants for inspo!)
For day 1176 of coding, I tried incorporating the object's speed into one of the !place_meeting() conditions to no succuss
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
BIG NEWS: Your Bandit can wear a Game Jolt hat and shirt in Bandit Trap!
Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta
It ends on March 23rd at 6 am CET!
For day 1169 of coding, I tried enlarging the player's hitbox to see if it changes anything. It didn't













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