The only collision box i have a problem with is the Gun. If the tip of the gun is inside of the target sprite, they'll walk through your projectile and tag you for the kill. Target sprites need to be directly in front of the gun's barrel for the shot to count, or rather, the target sprite's collision is only detected by it's outermost pixels.
This is a great game! I have put in about an hour and my high score is 21. I have one question, it the laser gun the last gun unlocked as of now?
Vlambeer I have noticed a glitch: If you have the laser gun, and you are charging it or shooting, and you hit a box, it will finish charging/ shooting and the switch afterward. Hope this helps
hits are detected even if enemies dont touch the char, so hitboxes are a bit bigger and that is not perfectly fine.
If you don't see any issue with hit boxes you should spend less time playing the game and get some glasses in the meantime
I am so confused What is char and what is this whole argument about. (sorry if I sound noob-ish, I just got this game today)
Char is character and the argument is dealing with the player not touching an enemy and yet they are still dying
every element in the game that you can theoretically contact has a hit box. When two hitboxes touch, the elements (your character or the baddies) do something. In this case, when you touch an enemy you die. The problem is that the area designated as "hitable" for your character is actually a little bigger than the visual representation of your character. What it means is you can jump over a bad guy and appear to have enough room to clear him but die anyway. Its happened to me many times and its really frustrating becuase its just not the way games usually work - generally the hitbox is actually a little smaller than the visual so you have just a bit of leeway. In a bullet hell shmup like Dodonpachi the hitbox under yr ship is actually only one pixel in size which is why you can pull off such awesome moves through walls of bullets without dying in a split second...
I ham definitely getting better thanks to you guys. I was wondering if you guys could tell me what you think the easiest map is and why you think it is. Could really help me! Thanks a ton! Matt.
The only thing I want is the removal of the auto jump. In a game of precision like this I don't like that my character will continue to jump forever as long as the jump button is pressed. If I make a long jump and don't get my finger off the jump button completely I end up jumping again as soon as I make contact with the the ground. The vast majority of my deaths are from me accidentally jumping up into enemies because of it# Otherwise I think they are as spot on as virtual controls can be ------ I don't have auto jump. I'm in complete control of how high i am jumping.# ***** hits are detected even if enemies dont touch the char, so hitboxes are a bit bigger and that is not perfectly fine. ------ It's a fast paced arcade styled game, these things are not perfect, nor do they need to be.# ******
Are you playing in portrait or landscape? I noticed when I played in portrait it felt like I was dying when I wasnt getting hit. Once I switched to landscape I didnt seem to have that problem anymore.
I got 94 last night, as Kepa has said, the difficulty never changes. So high scores mean good and consistent concentration.
For me, getting a high score means being lucky enough to not have many crate boxes appear at the top...
They are perfect in most other games of this sort. I'd say it's even more crucial in a fast paced arcade game.