Well I never tried to same collision and if that is not working for you; you can try this. Create an invisible sprite over your object, pin it. Then compare ObjectX to ObjectY.
alspa is the right route for this
however I would suggest
degree * 60 * dt
that way it's the same among different FPS rates if there are any dips or different power.
I have found no way to do it in a single event check. You can try to work it with a sub event check.
socket.io & nodejs
seem to be the most popular path to take.
assign bullet to object.
when you want it to move to said location
event whatever:
-> set bullet angle(or angle of motion) angle(bulletX/Y, targetXY)
-> set bullet enabled
then do whatever you want to disable the bullet upon reaching location
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Well that nicely explains it :)
OMG that's so elegant :D. I want to make an iso action rpg now :D
Really cool game :)
There was somekind of change a number of iterations ago that newly created objects can't be manipulated in the same tick. I'm not sure how entirely true this is as I have managed to with immediately created objects, but it should be considered when doing design work.
My question is why are you changing the system time scale? and do you need to judge your time differnce as you are?
I suggest using something like this.
dl.dropbox.com/u/14087254/wierdtimebug.capx
also keep in mind when you have a constantly incrementing value try to compare with <= or >= not just =.
As a thought. Couldn't you make the backgrounds a little large then manually stop the camera range. As I would understand you still don't want to scroll past your solar system later.
Another alternative is to break your backgrounds and then move them once one goes off screen to the otherside creating an unlimeted background.
Hey thanks. it`s great. some serious qaulity for a one man operation who is down on his fortune. Has this game made any money yet?
Member since 11 Apr, 2012