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11
2 years ago

For day 551 of coding, I have set the movement for the chasing object to lock to the 32x32 grid the map is based on




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For day 1173 of coding; I've applied the damage flash into the new collision method, but I'll have to make it only happen when it's inactive

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

For day 1172 of coding, I tried setting up some conditions for the collisions to no avail

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!

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

BIG NEWS: Your Bandit can wear a Game Jolt hat and shirt in Bandit Trap!

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

It ends on March 23rd at 6 am CET!

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

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

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