Next up
I have redesigned the jumping system to be more like Mario's (short press - short jump, long press - high jump).
Because of that I also discovered a very annoying bug in my code where on slopes the jump is slightly higher than it is supposed to be.
I started implementing the UI for the level editor. I also added decreased damage over distance. I uploaded 2 pictures, the first is the drop menu I have been working on, and the second is the function for damage over time represented in a graph.
Since my last post, I have started reworking on the tile collision system present in the game,
I once again used Shaun Spalding's implementation, but this time it was a little harder to make because I used a state system for the player movement.
Did you know that today is #InternationalJazzDay? 🎷😎
No? 😯 Well, we couldn't pass up this date!
And what better to celebrate this day than #Pecaminosa #OST? 🎷
Let us know what you think about it and have a great weekend!
Check out this scifi scene by Jason Kwak!
https://www.artstation.com/artwork/681R05
#3dart #npbr #scifi #cyberpunk #environment #office #computers
Quantum precognition is one of the most powerful cards. End game cards & equipment. Demo/alpha build boss is no match for this deck.
What you all think
The Darkside Detective: A Fumble in the Dark is out TODAY! 🖱️Advanced pointing, clicking action 🖨️Very funny words! Loads of them! 👻6 sarcastic, spectral cases to solve
"Day to Day" (also check spud out here he's a great guy and writer: https://soundcloud.com/spudward)
Szayel Aporro Granz - Bleach
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