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2 years ago

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




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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 1174 of coding, I now have the damage reaction done only when inactive

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

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 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

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 1175 of coding, I have found another collision error trough testing

For day 1176 of coding, I tried incorporating the object's speed into one of the !place_meeting() conditions to no succuss

This week's Fan Art Friday celebrates Bandit Trap! Accept the quest in your quest log to get started.

Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta

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