Problem description:
Could someone walk me through on how to create a pixel projectile system. I'm to nub to do it on my own.
Apr 21 2014, 1:39 pm
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Pixel movement or no?
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In response to Kaiochao
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It's for a pixel movement game.
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In response to Kaiochao
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I want them to go to the location where I click on the map, at an angle?
I would like them non-dense, that way they can fly over water and hit the enemy across the view. But have certain things it won't be able to cross over, like targets. you hit all 5 targets and then the switch door opens. Or a tall-wall, what blocks all projectiles from crossing it. Basically the game I'm making, will be an Archer using a bow and arrow, and the arrows will be used for interactions. |
Flysbad wrote:
I want them to go to the location where I click on the map, at an angle?My mouse library includes a /mouse datum, which provides mouse properties such as angle from the center of the screen (usually where the player is) to the mouse. client I would like them non-dense, that way they can fly over water and hit the enemy across the view. But have certain things it won't be able to cross over, like targets. you hit all 5 targets and then the switch door opens. Or a tall-wall, what blocks all projectiles from crossing it.I suppose you could do something like this: atom With this, the arrow should Bump() into objects that don't allow it to pass through, even though the arrow isn't dense. Basically the game I'm making, will be an Archer using a bow and arrow, and the arrows will be used for interactions.This sounds like a fun game, and I look forward to it. Have you considered using a sidescroller perspective? That way, tall wall detection is pretty much automatic. |
In response to Kaiochao
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Thanks for the help, let me see what I can do with this little system :P
Kaiochao wrote: My mouse library includes a /mouse datum, which provides mouse properties such as angle from the center of the screen (usually where the player is) to the mouse.Yeah I've became a fan of your libraries recently, trying to figure out how to use them to their full extent. Kaiochao wrote: This sounds like a fun gameYeah.. hopefully I'll be able to create it. Kaiochao wrote: and I look forward to it. Have you considered using a sidescroller perspective? That way, tall wall detection is pretty much automatic. I'm clueless when it comes to sidescrollers, I struggle even with pixel movement, but tile-movement is just so ugly, it's hard to want to use it. |
Hum.. am i missing something here? (another thing you're working on?) Not that the bits you've mentioned so far aren't interesting, but what about densetsu? (i'm right in thinking the project has been going strong until recently -and that perhaps something might have only just set it back a bit, giving you time for things like this... right?)
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