Fuze shoot wip
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@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 :) -
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
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@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. -
@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 -
Still not working unfortunately tried all sorts
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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?
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@DaddyJDM solved now I shared the program and jongjungbu fixed it, just one of those days
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Coming along nicely :)
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Ducks, Dinosaurs and the Dead. What a combo!
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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
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The sprite scaling really adds a lot of polish :)
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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...
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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.
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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. -
Sounds awesome! Can’t wait to get my hands on that chaos emeralds!
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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.
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@toxibunny that thought did (cross) my mind but decided to go with fire based demons although a toxic bunny hopping about could be on the cards also
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A few updates, not long now just the boss fight to finish and alternative end screens check the game loops from end to start testing testing ..more testing .
Realized a few things i could of done in code to make my life easier by setting up more variables to control more things but lesson learnt for next time on a plus note iv made new functions and learnt new techniques.