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    Fuze shoot wip

    Work In Progress
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    • 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
                                          • PickleCatStars
                                            PickleCatStars F last edited by

                                            I hope the thing you have to avoid is a grandma wagging her finger at you with a ’don’t you dare point that thing at me’ look on her face.

                                            waldron 1 Reply Last reply Reply Quote 1
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