Pixel perfick's Forum Posts

  • MrFrettz I am assuming based on the animation that cody is supposed to be throwing directly to the right, and there is no aiming up down?

    if so what I said stands, think final fight, which your game is...with snowballs...

    if a character gets a certain height above or below you, your attacks start missing..basically if your feet are within a certain Y height of the enemy you are face to face with them, to high and too low they are to your left and your right respectively...

    regarding the snow sprites, a tiled background would be much better and give better performance,also will remove the lines, only trouble is you cannot animate them...

    what I would suggest is a tiled background for the snow, and if snow is used in a certain area add a sprite that can then turn into snowless patch on top of the tile, as there will be less patches than snow it will reduce your object count considerably...

  • Whiteclaws Ninja'd...I know...lol.

  • Name change?..."My irrational fear of banana's" maybe?...

    "Monkey squad, going ape split"

  • Game is pretty sound, well done all round, one major flaw for me is the z order / Y plane needs attention, what I mean is you can be at the bottom left of the screen throwing at an enemy on the same y coordinate, at the right but an enemy mid screen higher up (lower Y) can be hit by your snowball, when he is clearly not the target...

    I think a shadow showing the flight path of the throw would help too...

    Apart from that it's pretty cool... <img src="smileys/smiley36.gif" border="0" align="middle" />

  • That's looking top banana! Good luck with it...

  • there are a few questions there and I'm not sure exactly what you are trying to do exactly, lets start with the mouse to begin you must have the bullet set angle to yes,on the properties bar to the left, it has a dropdown...

    after spawning the bullet to aim at the mouse x,y use "set angle to position" mouse.x,mouse.y

    I would need more info for the solids bit, but from what I'm hearing, a clone object that looks the same but has different properties that is switched when needed may be best way to go...

  • Everybody is too eager to apply physics behavior to projectiles, and objects in general I think, you can emulate most physics characteristics with bullet behavior alone, and you will get much better performance to boot...

    the bullet behavior allows full 360 rotation, acceleration, deceleration, bounce off solids, all of which can be controlled via variables...

  • an "inverse solid":? that is basically anything that isn't a solid...so just solid the walls?...use tiled backgrounds or sprites with with solid behavior added or restrict the movement of the player with x and y, ie player.x >500 set player.x to 500

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  • There is a system expression to convert the layer X, Y coordinates to the viewport coordinates...

    or maybe adding "(layer number)" to your mouse X, Y will be better for you...

    Example

    place object at mouse.X(0) mouse.Y(0) will place an object at layer 0 mouse X, Y,

    place object at mouse.X(1) mouse.Y(1) will place it on layer 1 mouse X, Y coordinates...

    Hope that helps...

  • It all depends on your game I suppose and how much your pushing around, and your target device, the tiled backgrounds can be pretty large with no performance hit, best to experiment with a frames per second indicator...

    the stars would only need to be in the visible viewport, not the entire layout,so the performance hit of a few hundred or so 2x2 sprites with no collision detection will be negligible on a desktop, I have just posted a tutorial that covers that funnily enough...

    You have done things the correct way round by getting your base mechanics sorted first...time to have fun...

    scirra.com/tutorials/565/beginners-tips-to-using-global-variable-for-lives-with-lives-indicator

  • Its usually best to cut a large image up into power of two size tiled backgrounds and build your levels this way, re using textures when possible.

    A star background you would treat similar, but if you want it to fade you may need to use many small sprites and set a random opacity...

    Are you using pixel or vector artwork?...

  • Good point! ...

    +1

  • It sounds like there was an instance in each level you were entering, and if so you would have two being present in the layout at the same time, both controlled by the same conditions to get over this its best to just have one instance in your project, as it sounds like you have done...

  • You have done it the "standard way", which is reckoned best...

    To return your player back to where it was, create two global variables, position x and position y, then if player dies or leaves the layout, set these values to the player x and y before destroying it, then on return, create the player at these variables...