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    Fuze shoot wip

    Work In Progress
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    • R
      Richard F last edited by

      I think you need to change the order a bit. First check for c.zr. If that's pressed check for the spirit collision. If they collide you've got a hit if not you've got a miss. And you don't check for the collision at all if the player isn't firing.

      1 Reply Last reply Reply Quote 1
      • B
        Bl4ckM4ch1n3 @Bl4ckM4ch1n3 last edited by Bl4ckM4ch1n3

        @waldron then try the method I've provided in my last post:

        @Bl4ckM4ch1n3 said in Fuze shoot wip:

        You could wait for c.zr and then check for a collision between the crosshair and the target. If the result is negative, thats a miss.

        It's basically the same method as the one that @Richard has mentioned.

        The following is not 100% accurate, since I haven't used F4NS in a while. But it should work this way:

        if c.zr then
            for i = 0 to len(targetArray) loop 
                result = detectSpriteCollision(crosshair, targetX)
                if result == true then
                    thats a hit!
                else
                    thats a miss!
            repeat
        
        R waldron 2 Replies Last reply Reply Quote 1
        • R
          Richard F @Bl4ckM4ch1n3 last edited by

          @Bl4ckM4ch1n3 I re-read you post after I'd posted mine and thought I could have just said I agree with you.

          1 Reply Last reply Reply Quote 0
          • waldron
            waldron F @Bl4ckM4ch1n3 last edited by waldron

            @Bl4ckM4ch1n3 cheers il have to have another go at it later the button press and collision seem instantaneous il swap round some bits see if i can get a collision order sorted, as a fail safe i could just have a sprite over the screen with roundtime -= 5 and if target hit roundtime += 5 to cancel the miss fire.
            seems like such a simple thing to do until you start trying to code it, for me anyway :)

            1 Reply Last reply Reply Quote 0
            • waldron
              waldron F last edited by

              i could just do away with misfires altogether but would be nice to track players accuracy either way il get it sorted and thankyou for your time

              1 Reply Last reply Reply Quote 0
              • B
                Bl4ckM4ch1n3 last edited by

                @waldron look at my last post again, I've provided some example-code. You can track the accuracy that way too!
                Just increase a counter for every shot fired and a second counter for every hit. Then you'll be able to calculate the shot/hit-ratio.
                You could even calculate the distance between the center of the crosshair and the center of the target-sprite to give different points:
                Like +5 if you hit the center of the target and +1 if you hit it near the border.

                waldron 1 Reply Last reply Reply Quote 2
                • waldron
                  waldron F @Bl4ckM4ch1n3 last edited by

                  @Bl4ckM4ch1n3 excellent thank you i'l try this,yeah plan on using counters also for score. i like the idea of the extra score on accuracy i could put in the detect code if crosshair.x <= 5 ....
                  il give it a blast later cheers

                  1 Reply Last reply Reply Quote 1
                  • waldron
                    waldron F last edited by

                    Still not working unfortunately tried all sorts

                    1 Reply Last reply Reply Quote 0
                    • D
                      DaddyJDM last edited by

                      Start with @Bl4ckM4ch1n3 's code, but define a variable before the loop, say countHits.
                      Then, inside your loop through the targets, add 1 to countHits if the shot hits the target.

                      After the loop, check countHits - if it is zero, you know you have missed all targets.

                      Is that helpful to try?

                      waldron 1 Reply Last reply Reply Quote 0
                      • waldron
                        waldron F @DaddyJDM last edited by

                        @DaddyJDM solved now I shared the program and jongjungbu fixed it, just one of those days

                        1 Reply Last reply Reply Quote 4
                        • waldron
                          waldron F last edited by

                          some updates added in more targets, pterodactyl takes 5 hits to take down
                          exploding ducks.
                          since the video iv added in Title text which has a random colour on each play as well as the cross hair.

                          1 Reply Last reply Reply Quote 5
                          • waldron
                            waldron F last edited by

                            Still not got to the pinnacle of this game yet, just hope I can pull it off ..lots more to come

                            1 Reply Last reply Reply Quote 8
                            • PickleCatStars
                              PickleCatStars F last edited by

                              Coming along nicely :)

                              1 Reply Last reply Reply Quote 1
                              • Jongjungbu
                                Jongjungbu F last edited by

                                Ducks, Dinosaurs and the Dead. What a combo!

                                1 Reply Last reply Reply Quote 2
                                • waldron
                                  waldron F last edited by


                                  Still ploughing through this game, I have nearly finished round1 complete with Easter egg and have made good progress on round 2 (a classic boss fight) with changing backgrounds scaling sprites flying towards you . Still lots to do and minor adjustments to make but feeling confident it will get finished and be fun to play .going to try and keep it to 4/5 rounds will see as iv still not got it to where I want it

                                  1 Reply Last reply Reply Quote 9
                                  • PickleCatStars
                                    PickleCatStars F last edited by

                                    The sprite scaling really adds a lot of polish :)

                                    1 Reply Last reply Reply Quote 1
                                    • waldron
                                      waldron F last edited by

                                      will have a bash at adding an option for motion controls and maybe motion assisted aiming, managed to add in a bonus to the scoring mid-round based on miss/hit targets last night and made a start on player ratings in the form of complements/insults...

                                      1 Reply Last reply Reply Quote 2
                                      • waldron
                                        waldron F last edited by

                                        Before moving on to round 3 just need to add in a bit more information for the player and some other areas of upkeep to take care of, round 3 will be a breeze compared to round 2 i had to rewrite movement code more then i'd like to mention and it still needs tweeking.

                                        The boss fight was going to damage the player but i got rid of that and changed it to score depletion if the missiles reach the edge of the screen so it's just a case of taking out the missiles and blasting the boss in a volley of shots to the head.

                                        The controls atm seem ok i find if i'm tired i hate them but usually i can take out all the targets without a single miss so i think the balance is right if you take the time to practice and get used to the target spawn points.

                                        1 Reply Last reply Reply Quote 6
                                        • waldron
                                          waldron F last edited by

                                          After accidentally deleting this project twice XD (been incinerating the candle at both ends) returning me to early builds i now have it back to where it was with improvements, i hope to add a motion control option later the code is ready just a matter of releasing it into the wild.

                                          Stuff done since last update: 6 star ratings with accolade text including hit/miss data per round which gives you a bonus on certain accuracy ratios this will also be tracked through out the game using a separate hit miss data to be displayed at the end.
                                          Improved sub-boss movement and effects.
                                          Also added coins to collect on certain rounds (10 to collect) which spawn every 5 seconds depending on score.
                                          not sure what collecting 10 coins will do yet, maybe you get a chaos emerald and a alternative ending.
                                          Since i'v added in coins you collect with the cross-hair iv also included things to avoid (not touch) which makes Fuzeshooter a little different from the rest.
                                          Despite the hours of testing and re-builds i'm enjoying the build and learning new methods,
                                          maybe i'm packing to much into one game but saves writing a sequel.

                                          1 Reply Last reply Reply Quote 3
                                          • vinicity
                                            vinicity F last edited by

                                            Sounds awesome! Can’t wait to get my hands on that chaos emeralds!

                                            1 Reply Last reply Reply Quote 1
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