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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

movement physics curiosity

player character moves slower than the treadmill when they’re ducking and moves faster when they’re in the air

when they get pushed off the treadmill while player is holding forward, they’ll fly back into the corner of the conveyor belt when they’re in the air

because the character is still high up enough while it’s happening, the collision check will snap them back to the floor they just fell off from, creating a cycle if the player continues to hold down+forward

this quirk has been already taken care of and an exception has been added, the character will just fall if they were driven off the belt while crawling forward

devlog gamedev
texture bug that occurred during the change from d3d models to vertex buffers in gm:s
due to a multiplication being used instead of a division in model generation for uvs, stage models had this dotty visage
if you came up close to the wall and...

texture bug that occurred during the change from d3d models to vertex buffers in gm:s

due to a multiplication being used instead of a division in model generation for uvs, stage models had this dotty visage

if you came up close to the wall and squinted your eyes, you’d see the entire stage texture atlas looped dozens, hundreds, thousands of times

a little like some sort of microcosm

devlog agdg lowpoly 2.5d gamedev