
For day 527 of coding; with the object spawning simplified, I was able to easily make sure that the objects are not spawning in each others' spaces. There should be 10 objects in each room except the start room
Next up
For day 1102 of coding, I've learned a bit on how depth is calculated during the game's running time. I still haven't figured out how the depth umps drastically while in the forest maze
For day 1100 of coding, I have found that there is something setting the depth in the positives after the depth calculation. I have yet to locate where that is happening
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 1099 of coding, I applied the same code to the trees to see if it had the same effect as it did on the player. I have also discovered other issues related to the depth calculation
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 1105 of coding, I made sure to apply the new depth sorting code to the item pick-ups
For day 1098 of coding; I think I got the depth down, but now the player sprite looks weird
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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












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