Im currently working on a multiplayer (online) platformer.
And right now, i have a few problems i can't seem to work out myself.
Please forgive me for my poor english.
Thanks.
Problem # 1
I want somekind of gunsight that the mouse will follow. It will have a range, from player 300 pixels away. I've tried a few sollutions. but neither of them good.
giving it a ballmovement and look thowards the mouse. and bounce. didn't work.
using fastloops and mooving it 1 pixel a time. and then when its 300 or more. take it back two... it workt, but the graphical effekt weren't as nice. and giving it a 8 way movement. it workt, but i wanted it to move by the mouse. i tried the mousemovement to. but i couldn't hold it in the range of 300..
Problem # 2
There going to be some Teams. And a weapon that shoots bombs. And the player at your team are going to see how long its left before it explodes. like some kind of countdown counter. But I couldn't make a string, or a TB object be over each
bomb. And i dont know how to do it. Currently, im using an animation for it. But that makes the object a lot longer, and it gets stuck in walls and such.
Problem # 3
Im will also have a weapon that sucks life of the player closest ours. but when a player dies it seems like i can still suck life from it. Its beacause it looks for the closest player, but i want a code that searches for the closest player alive.
Problem # 4
And the overlay problem. I want a overlay redux at my playfield, so I can make a lightning gun (if not, I dont know how to apply the lightning). But, the Overlay object doesn't seem to like scrolling very much. the more i scroll, the longer aways it seems to get. And i tried to position it at some diffrent positions. but it always moves. How to fix its position?
If you want more info about something. Please tell me, and I'll try to explain it harder.
1:
Distance between 2 points: square root((x2 - x1)² + (y2 - y1)²)
Implement that into it somewhere.
2:
Spread value 0 accross the bomb objects.
Create a counter/TB at the top of the you want (get the alterable values) im not sure if counters can have alterable values, but if they can set an alterable value to that of the bomb. When the bomb detonates destroy both accordinly. If counters can't, use a seperate active object that is just the countdown.
3:
Compare the health variable of the players, if it's > 0, use that player, if it's 0, find the next closest player.
4:
That's a problem with the object. I don't think there's a way to fix it. Particle effect for the lightning would be a solution, albeit a complicated resource eating one.
1:
Distance between 2 points: square root((x2 - x1)² + (y2 - y1)²)
Implement that into it somewhere.
- Tried that... but it didn't work. ''/
2:
Spread value 0 accross the bomb objects.
Create a counter/TB at the top of the you want (get the alterable values) im not sure if counters can have alterable values, but if they can set an alterable value to that of the bomb. When the bomb detonates destroy both accordinly. If counters can't, use a seperate active object that is just the countdown.
- Thanks, will try that
3:
Compare the health variable of the players, if it's > 0, use that player, if it's 0, find the next closest player.
- Its a litle more complicated than that, i dont know to put it in. But i think i got somekind of sollution to this.
4:
That's a problem with the object. I don't think there's a way to fix it. Particle effect for the lightning would be a solution, albeit a complicated resource eating one.
- didn't get this really "albeit a complicated resource eating one." But I'll try particle effect.
"albeit a complicated resource eating one" - If you're creating lightning using particles it might run really slowly (especially if it's a large bolt of lighning)