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Re: Bow Quest Adventure Hero[NOT FINISHED]

Posted: Mon Oct 29, 2012 12:04 pm
by qaisjp
Nixola wrote:Why multiply? Just add them
because something like this would (imho) be better.

Code: Select all

local x, y = Player:getVelocity()
Player:fireWeapon(1 --[[(weapon id)]]--, x*1.2, y*1.2)

Re: Bow Quest Adventure Hero[NOT FINISHED]

Posted: Mon Oct 29, 2012 12:05 pm
by Nixola
So if you're standing still you hit your own foot?

Re: Bow Quest Adventure Hero[NOT FINISHED]

Posted: Mon Oct 29, 2012 4:10 pm
by paritybit
I find myself getting overwhelmed very easily. Things move a little too fast for me, but it could be just because I'm old (you know, people in their late 30's can't play video games).

Cool though. I saw it the other day when I was browsing the Steam Greenlight games.
qaisjp wrote:
Nixola wrote:Why multiply? Just add them
because something like this would (imho) be better.

Code: Select all

local x, y = Player:getVelocity()
Player:fireWeapon(1 --[[(weapon id)]]--, x*1.2, y*1.2)
Everybody has their own opinion. I agree with Nixola that adding makes way more sense. Especially with the 1.2 number suggested; it puts too much of the weight onto the speed of the avatar. What if, later, he implemented acceleration rather than a fixed speed? When the player starts moving the arrows will go from dropping at his feet and as his speed increases start arcing higher into the sky when really they should have some fixed distance with the additional velocity of the avatar.

Re: Bow Quest Adventure Hero[NOT FINISHED]

Posted: Mon Oct 29, 2012 10:15 pm
by Robin
paritybit wrote:(you know, people in their late 30's can't play video games)
Awww. Need a hug? :)
paritybit wrote:Everybody has their own opinion. I agree with Nixola that adding makes way more sense. Especially with the 1.2 number suggested; it puts too much of the weight onto the speed of the avatar. What if, later, he implemented acceleration rather than a fixed speed? When the player starts moving the arrows will go from dropping at his feet and as his speed increases start arcing higher into the sky when really they should have some fixed distance with the additional velocity of the avatar.
Exactly. Additive is how it works in the real world anyway.

Re: Bow Quest Adventure Hero[NOT FINISHED]

Posted: Mon Oct 29, 2012 10:46 pm
by paritybit
Robin wrote: Awww. Need a hug? :)
Maybe he could implement that as a powerup?

Re: Bow Quest Adventure Hero[NOT FINISHED]

Posted: Wed Jan 30, 2013 1:55 am
by delcore92
Hey there, how did you get the pixel art to scale without the anti-aliasing ?? great looking game by the way!!