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MathPRG MathProgrammer
Now I've added a MetaCube power-up indicator that tells you the name of the power-up you got and starts pulsing when it's about to run out! I'd like some feedback though, would it be worth keeping the control style option for 1.0.1? I think POLYGON would be almost unplayable with the circle pad. Any thoughts? POLYGON 1.0 Key: 7SVVV34J
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MathPRG MathProgrammer
Well, if there are no comments, I could comment it's code so it's there in case it ever comes up again, but won't be available in 1.0.1. The gameplay screen option is almost complete, but I think I'll add some 3D to it before I release the update ;)
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SickTalenƒ Gbearlolz
It wouldn't hurt to put circle pad as a option in settings. Give it a go.
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MathPRG MathProgrammer
Alright, I'll try. I guess, even though it was recommended against using, the creators of BIT.TRIP did leave the circle pad controls there. One more thing to do for this update then! Still, the JUMP power-up will require use of the stylus.
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SickTalenƒ Gbearlolz
Good luck! You should try fixing up some of the collision for the shapes whenever. Other than that, this game is REALLY solid.
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MathPRG MathProgrammer
Thanks. Yeah, I'm having troubles figuring out how to fix the title screen button collisions, as for the Pointer's (green triangle) hitbox, I think it seems like it has an extended range because of its rotation behaviour, so if it were at like a 45° angle it'd still use a square at its normal orientation. I'll shrink the enemy hitboxes a bit in this update too, shouldn't be too hard! :D
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SickTalenƒ Gbearlolz
You can only make square collision boxes right?
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MathPRG MathProgrammer
Yeah, if you really wanted to you could maybe make it check where on the sprite it collided, then check the sprite sheet to see if that was a non-transparent pixel, other than that I don't see a solution. Except maybe several invisible sprites used for collision, which would require a lot more mapping for each pixel of collision.
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MathPRG MathProgrammer
Even trying something similar to raycasting would use 24 sprites for each enemy, and then you'd have to designate their height to what you want, and where they are in relation to other sprites. I think I could try the sprite sheet method though. For now I'll leave them with slightly smaller hitboxes.
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MathPRG MathProgrammer
Oh, and because you can set height and width of the hitbox as separate parameters, you can make rectangular hitboxes as well.
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SickTalenƒ Gbearlolz
I would like to help, but I barely any programming. Just simple sprite location things, and simple movement controls.
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MathPRG MathProgrammer
'but I barely any programming'? Sorry for bugging you about that... :P Well, I'm not sure if I'd really like to do a collaborative project, it's kind of tricky to do that too. You'd have to publish and take it down repetitively to share the code and everything, unless one were to do graphics creation and the other programming. Thanks for the *kind of?* offer though! :D
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SickTalenƒ Gbearlolz
oh I forgot "know" XD my bad. But yeah i'm working on a port of a 3ds webbrowser game to smilebasic. I'm looking for somone to HEAVILY help me do the coding.
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