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Thread: From point A to a very fast point B?

  1. #1
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    From point A to a very fast point B?

    Lets say I have a running Sonic, I pass the mouse over a ring, and it must fly into sonic.

    I know how to do this in two days... the first one is a very "hard" and ugly movement, the seconds, misses Sonic if he is too fast.

    This is a good example of what I attempt to do:

    http://www.youtube.com/watch?v=FXTa2BqfubM

    Any help?

  2. #2
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    Re: From point A to a very fast point B?

    Sorry but, while I have heard of Sonic, the detail is not clear here. I also live backwoods on dial-up so a video doesn't help.

    I do know that there are limits to frame rate refreshing and calculations and such and fast collisions can be missed. Try upping the frame rate?

  3. #3
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    Re: From point A to a very fast point B?

    Use Bouncing Ball movement and code your ring as follows:

    +Always
    - Set Direction: Look in direction of active(player)

    That will make your ring always track the player.

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    Clicker Fusion 2.5 Mac

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    Re: From point A to a very fast point B?

    Thabks! this works perfectly yet so simple to do!

    I have ignored the power of those preset movements far to long already...

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