Ayling Posted November 19, 2007 Report Share Posted November 19, 2007 What would be the best way to implement a homing attack (or lightdash for that matter) to worlds? All I can think of is determine which enemy/container is closest and set FloatX and FloatYto the position of the object. If none are close enough, just set YSpeed to 0 and Xspeed to (number). I also can't figure out how to use teh jump button again. I tried and as soon as sonic jumped in the air he wouled perform the action. Whow'd I do this? I'm using the engine gsoft put up. Thanks! Link to comment Share on other sites More sharing options...
GSF Posted November 19, 2007 Report Share Posted November 19, 2007 I'll see if I can do something. The problem that you have is that Sonic does the move as soon as he leaves the ground, right? In the condition that executes the homing attack, you could put a 'timer is greater than...' as a subcondition, set the timer to 0 when the player jumps. This way the homing attack action will only execute when Fire1 is pressed again after 1 second, for example. ( The engine I put up is the same as the latest Worlds version, the one from the gimmick contest. The only difference is that I removed the music crashing & game over problems, so it doesn't matter which one you use ) Link to comment Share on other sites More sharing options...
Ayling Posted November 19, 2007 Author Report Share Posted November 19, 2007 The sound is why I use it. Tails' flying events may have tne key... Link to comment Share on other sites More sharing options...
GSF Posted November 19, 2007 Report Share Posted November 19, 2007 Thanks for using it, heh Maybe it has something to do, I'll see that too. Link to comment Share on other sites More sharing options...
Zenor Posted November 19, 2007 Report Share Posted November 19, 2007 here. Link to comment Share on other sites More sharing options...
GSF Posted November 19, 2007 Report Share Posted November 19, 2007 Cool. Ayling, that should work! Link to comment Share on other sites More sharing options...
Ayling Posted November 19, 2007 Author Report Share Posted November 19, 2007 Thanks zenor. Edit- I'm only getting a white screen. If it's not too much trouble, could someone re-attach it here? Link to comment Share on other sites More sharing options...
Zenor Posted November 19, 2007 Report Share Posted November 19, 2007 Ask mark. Link to comment Share on other sites More sharing options...
Ayling Posted November 19, 2007 Author Report Share Posted November 19, 2007 I pm'ed him. We'll see then. Link to comment Share on other sites More sharing options...
Zenor Posted November 24, 2007 Report Share Posted November 24, 2007 http://www.sonicfangameshq.com/forum/archive/index.php?t-458.html for a reason that i don't know why, the topic was moved to the archive. See Sly's post. Link to comment Share on other sites More sharing options...
Ayling Posted November 24, 2007 Author Report Share Posted November 24, 2007 Thanks zenor. Link to comment Share on other sites More sharing options...
Damizean Posted November 24, 2007 Report Share Posted November 24, 2007 Okay, fellas: NEVER use the timer. It breaks the game logic flow, as it's frame-based instead of time-based. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 24, 2007 Report Share Posted November 24, 2007 Yeah, if you want to use time based events, use the timer that the player sees in game for your conditions. Preferably though, just realize that 60 frames is equivalent to a second and there is a startup time of around 5 or so seconds. Link to comment Share on other sites More sharing options...
Ayling Posted November 25, 2007 Author Report Share Posted November 25, 2007 That doesn't use a timer, just a counter. That can become an alterable value. Link to comment Share on other sites More sharing options...
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