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1 year ago

For day 776 of coding, I am making some progress on spawning special rooms. During measuring the spawn point, I have also fixed the clean-up so that leftover objects don't carry over to the next room




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

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

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

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.

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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

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 1170 of coding, I have started working on an alternate means on collisions until I figure out more on how to better utilize "place_meeting()" with moving objects

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 day 1177 of coding, I think I've found a solution to the horizontal collision being detected on vertical movement. I'll do some testing later to iron out any further collision issues