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skuzzbag

Member Since 26 Aug 2010
Offline Last Active Oct 07 2013 04:03 PM

Topics I've Started

Methods of controlling attack waves

06 October 2013 - 01:59 PM

I'm creating a two stick shoot em up where there are no levels as such but a continuous stream of enemies to kill. In this type of game how do you control the release of attack waves over time?

 

I have an idea that I can store a list / array of times that a certain wave is triggered but I am stumped on the best way to actually achieve it.

 

For example if I check the array and a trigger has been reached (say 5 secs) and that triggers 50 of enemy01 to spawn what is the best way to manage that. Using something like a switch seems like it's going to get huge especially if there are 100 waves (for example).

 

Any ideas?


2D tile map collision detection

26 December 2012 - 10:20 AM

I've got a problem with my tilemap based collision detection. The problem is getting stuck on walls and I was wondering what the method is to tackle this issue.

 

For example moving left/right works ok and also checking for solid tiles above and below. However diagonal movement causes the issue where the player sprite sticks to the wall.

 

Currently if a check is made on a point around the sprite for example -1 pixel and this tile is found to be solid then the player x position is set to be to the right on the solid tile (player.position.x = (tile.X / 16)+ player.width) - so in effect the player just stops moving left.

 

Should you first check for and correct X positioning before moving onto checking and correcting Y positioning? Currently I am checking X/Y then correcting X/Y.

 

Thanks.


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