04-11-2024, 01:19 AM
Ok. Here is a preliminary test. No sounds; No HUD; No animations.
The ship starts "off screen" at a random "x" position. Use arrow keys to land the ship. Warning: there are no fuel limits (yet) and no "rapid landing" sensors (yet). "BOTH" landing struts MUST land on the Pad to complete the game. One strut on the Pad or either strut touches the ground... BOOM!
Note: I use two collision points. The outer corner of each strut base.
Couple of things I have noticed using the "pixel detection method": 1. Controlling the ship is not as "smooth" as I would normally like and 2. Pixel() does NOT work when the ship is off the screen. I have had to restrict the "sensing" for when the ship is visible.
Other than that, it is what it is... a concept for a game. Any suggestions (positive) are always appreciated....
pixelCollision3.zip (Size: 25.93 KB / Downloads: 4)
J
The ship starts "off screen" at a random "x" position. Use arrow keys to land the ship. Warning: there are no fuel limits (yet) and no "rapid landing" sensors (yet). "BOTH" landing struts MUST land on the Pad to complete the game. One strut on the Pad or either strut touches the ground... BOOM!
Note: I use two collision points. The outer corner of each strut base.
Couple of things I have noticed using the "pixel detection method": 1. Controlling the ship is not as "smooth" as I would normally like and 2. Pixel() does NOT work when the ship is off the screen. I have had to restrict the "sensing" for when the ship is visible.
Other than that, it is what it is... a concept for a game. Any suggestions (positive) are always appreciated....
pixelCollision3.zip (Size: 25.93 KB / Downloads: 4)
J
Logic is the beginning of wisdom.