
For day 495 of coding, I have refined the code provided from Heartbeast's tutorial to have the player spawn in an open area. Still needs some adjustments, but the spawning has greatly improved
Next up
For day 1142 of coding, I made sure the player doesn't ping pong between enemies after being hit #gamedev #gamedeveloper #Gamedevelopment #gamedesign #gamedesigner #coding #dailycoding #dailycodingchallenge #dailycodinghabit #GMS2 #gamemakerstudio2
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 1145 of coding, I've added the invulnerability time to the lower left portion of the debug screen
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
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 1146 of coding, I tried shortening the invulnerability period and making the "blinks" more rapid to see how it looks overall
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
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













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