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    Fuze shoot wip

    Work In Progress
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    • B
      Bl4ckM4ch1n3 last edited by

      So you are using the detectSpriteCollision() function?
      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.

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

        @Bl4ckM4ch1n3 yeah im using the detectSpriteCollision() function, just not 100% sure how i can code that.
        Currently iv bodged 2 offscreen sprites so when i press zr iv setspritespeed to then collide with the other which triggers the miss, if target hit iv done setspritelocation and speed 0 seems to work but bit to messy to track through out the build

        1 Reply Last reply Reply Quote 0
        • 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
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