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Author Topic: Raptor blasters  (33,241 Views)
Offline (Unknown gender) cheeseboy

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Posted on: June 16, 2013, 03:53:18 PM
Raptor blasters is an arcade sytle battle game where the goal is to push the other player out.


https://dl.dropboxusercontent.com/u/26289275/GM%20Stuff/Games/Raptor%20Blasters/Raptor%20Blasters2.egm
Offline (Unknown gender) forthevin

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Reply #1 Posted on: June 17, 2013, 03:44:27 PM
Nice WIP, I especially like the sprites, animations and effects. As you say, it is far from done, such as the lack of actual hotness of the lava :- ). I also like that the AI uses the same controls as the player,

In regards to staying inside the view, I think the AI mostly have issues with staying inside the view when it has high hspeed, such as when it is chasing after a power-up. I think that if you let the limit of when it begins going the other way depend on its hspeed (similar to what you do with vspeed and k_jetpack in line 19), possibly multiplied by a constant factor to make it count more, it would be better at staying inside the view even when it has high hspeed.
About avoiding the lava instead of chasing the power-up, I think you are already doing the right thing by letting it depend on vspeed. You may need to multiply that vspeed with a greater constant factor if it sometimes dives into the laving when chasing power-ups. Determining and calibrating a good constant factor may require some testing.

About the bomb avoidance, I think it may be interesting to let it depend on hspeed as well, and also let it differentiate more about which direction to go in depending on which side the player is of the bomb; for instance, if both the player and the bomb is on the left side, and the bomb is to the left of the player, the player should go right, not left to avoid it.
There is also missing an instance_exists before the accessing of the bomb instance, since the bomb instance may not exist.

About the game in general, it would be very nice to have some information about the controls, it took me some searching to find out that 'z' is used for shooting. I also wonder if it would be a good idea to implement some sort of limits or indestructible walls at the top and the side, just to avoid the player and AI from going out there.
Offline (Unknown gender) cheeseboy

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Reply #2 Posted on: July 23, 2013, 04:43:51 AM
forthevin: can you look at this and tell me why bbox collisions are behaving different than precise collisions when you fly into the enemy?
Offline (Unknown gender) forthevin

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Reply #3 Posted on: July 26, 2013, 02:19:01 PM
Hi cheeseboy, sorry about the late answer. I have looked into it, and there were a number of bugs in the handling of assignment to hspeed and vspeed which has been fixed (I have also added a test for them, and fixed all the bugs found from that, so hspeed and vspeed should be fully correct from now on :) ). Furthermore, you use move_bounce_all, which means the players also end up bouncing off of their booster flames when colliding with stuff :D. The difference in behaviour is because the Precise and BBox versions of move_bounce_all handles a bit differently when the object is colliding with stuff on both its current and previous position. Precise's version is also a bit more precise than BBox.
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