Loading...
22
2 years ago

For day 536 of coding, I've tried to utilize the new depth buffer introduced by the latest GMS2 update. The sorting is not going as expected, so I'll have to look further into how it works and adjust my code




1 comment

Loading...

Next up

For day 1187 of coding, I am working on increasing the movement speed. The attempt works, but the movement does look choppy

For day 1184 of coding, I made another attempt to stop the catching. While not as catastrophic, the object latches on a bit more than originally

For day 1183 of coding, I made an unsuccessful attempt at fixing the object latching on to the player. This attempt just led to jumping and freezing

Don't miss out on your chance to complete our #AetherAndIron quests and get trophies!

Complete the quests in your quest log.

Play the demo & wishlist now: https://bit.ly/AetherAndIron

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

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

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

For day 1186 of coding, It seems that I found a way to no longer make the object cling to the player when being pushed. The movement is slower, but it doesn't seem too bad

@Benaiez is a Jolter to Watch and game dev! Follow @Benaiez before the quest ends on April 14 and you'll get Coins!

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