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29
2 years ago

For day 505 of coding, I managed to alter the path making process to be based on the shortest distance to the starting room. This was done by calculating the hypotenuse using the x and y distances




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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

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

For day 1108 of coding, I've given more space between the clouds. It does look a lot better. Less is more indeed

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

For day 1105 of coding, I made sure to apply the new depth sorting code to the item pick-ups

A new quest celebrating Dead Pets Unleashed just entered your quest log!

Dead Pets Unleashed is a rock feminist adventure where you play as a demon named Gordy (the bassist of the punk band Dead Pets.)

Play the #DeadPetsDemo now: https://bit.ly/deadpetsgj

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

For day 1106 of coding, I've further adjusted the shadow's speed and transparency

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

For day 1107 of coding, I've put in the depth sorting for the big rocks with some adjustments to what y position to make the calculations from