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I made this example while trying to figure out a better AI for a turret in one of my games
Features: - Picks closest enemy to the player using qualifiers - You can modify the firing cone within 360 degrees - You can modify the range of the turret (in pixels)
Not sure if this is the most efficient way to do this. It works using fast loops and for each loops. If there is a more efficient way I would love an example and if not, I hope this helps someone
Hey. I made an infinite scrolling game before. What i did was I had groups of objects created with a fastloop ahead of the player and the player would move towards those objects using the platform movement extension. The objects would be deleted when they were off screen behind the player. This was the result.
Checked my game code and unfortunately I need those on for other things to work properly. It could be laser itself with fine detection causing issues. If I turn off the effects still have same problem...
I guess I need to wait for someone with laser making experience. Been scratching my head for a year on this one lol
I need some help optimizing a weapon effect for my breakout game, PhySix BREAK. So far I have managed to get everything working smoothly except for this one effect. It is a laser sweep that comes out from the player and hits enemies in front of the player. Damage dealt is determined by how long the laser stays in contact with the object. The laser should not be able to pierce the enemy or obstacles. Attached is an example
The problem I am experiencing is it sometimes lags on android and ALWAYS lags on iPhones. Even the X. I really like the laser sweep upgrade. If I can't fix it I will have to scrap it. I am hoping someone can find a more optimized way to make it do the same or behave similarly to the current effect. As it stands, it relies heavily on "on object overlap" which I believe may be part of the problem. Any help would be appreciated
I am super super interested. I found a work around using "rewarded interstitial ads" but it is not always a video. It also loads slowly which can be a pain as it seems the game is "buggy" Rewarded video ads would be awesome (android and ios using admob)
I was able to get it running in my game without the "On each one of 'empty block', loop name "bonus up". May I ask why you included that? Just wondering because if there's much of a reason then I'll include it in my game.
Also thank you to everyone else who pitched me ideas X)
It helps with object scoping but if you got it working without, that's great
This is a simple example of how to have active objects snap to a parent object It features a simple module editor using an array. All modules are positioned and rotated to the parent object using a for each of two loop. Hope somebody finds this useful!
I was playing a few Facebook messenger games. Looking up I saw they are made in HTML5. Is it possible to make a messenger game with Fusion? If so do we have tools supporting monetization of any kind? This would be something I would love to get into. Sorry if someone else asked this. I looked but didn't see any post asking this
Awesome! That works perfectly. But the the "always" Start loop "for each" won't cause much resource drain I hope? It will be running on android/iOS. Anyways I will try plugging it in and see how it goes Thanks!
I made a simple system that shows damage above an object for my game PhySix BREAK. Everything is working great EXCEPT... The problem I am having is that the counters are not being destroyed properly
An event such as "Counter 1 has reached end of its path" will destroy every "Counter 1" in the frame instead of just the one that reached the end. I tried isolating with for each loops but I couldn't get it to work
Any help with this would be much appreciated
I attached an example with the events for damage numbers isolated
Saw the preview and I have to say this is pretty impressive for a low res game. Seems like there is not a single pixel wasted. Congrats on finishing your project