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8 months ago

For day 613 of coding, I have reverted the knockback process back to how it was before until further notice. I've also made it to where the player will face the same direction as before the bounce




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For day 867 of coding, I have started studying the basics of how shaders work in GMS2. Right now, It's a little hard to wrap my head around; but I'm getting there

For day 875 of coding, I'm looking to adjust the text color for the debug info; but I think I might just make a display box for them instead for visibility

For day 879 of coding, I found out that some of the information for displaying player states in the debug was missing. They have been added now

The Cryptmaster Anniversary Update is here! 

@akuparagames saw that players loved the in-universe card minigame "Whatever." So for this update, they've put more effort to make it its own Roguelike game mode!

Try the FREE DEMO: https://bit.ly/CryptmasterSteam

For day 868 of coding, I am following along on the basics of shaders. part of the tutorial showed me how to apply a greyscale effect to a sprite. Of course the effect is just for testing

The Button Effect – @Frycandle 's minimalist first-person puzzler inspired by The Witness, The Talos Principle and The Beginner's Guide, is coming to Steam! 

Play the demo and wishlist the game now: https://bit.ly/thebuttoneffect

For day 872 of coding, I made it to the end of the tutorial; but the shader isn't displaying a transparent rainbow effect on the sprite. I'll need to look into what went wrong

For day 870 of coding, I followed a bit more of the shader guide. This is what I got to do at this point

For day 866 of coding, I have given the pickups a visible hitbox during debug to further see the point where they start getting pulled in