User Tag List

Page 2 of 2 FirstFirst 1 2
Results 11 to 15 of 15

Thread: 360 Aiming in Top-Down Shooter (Hotline Miami clone)

  1. #11
    Clicker

    Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    DaveC's Avatar
    Join Date
    Jun 2007
    Location
    Perth, Australia
    Posts
    2,132
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    I think you will notice a bigger difference in results the longer the distance of the bullet travels. So doing some target practice testing up close you can't see a difference, but taking long shots you could.

  2. #12
    No Products Registered

    Join Date
    Aug 2015
    Posts
    8
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I did it in a different way. I used bouncing ball movement with "Bullet" checked in movement properties and it works like a charm, I think that it is a best method for this case. Thanks guys for ideas.

  3. #13
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
    Join Date
    Nov 2014
    Posts
    3,159
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    Easiest solution is always the best,
    we sometimes tend to overcomplicate things

  4. #14
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
    Join Date
    Nov 2014
    Posts
    3,159
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    Very cool example Snail!

    This other example I was referring was targeting (and colliding) with floating precision too
    http://community.clickteam.com/threads/93553-The-exact-coordinates-of-the-collision-bullets
    (maybe lower "speed" value of the bullet object to see better..)

    but I guess muskalator was happier with an equally-good-looking-but-easier-to-handle solution

  5. #15
    Clicker

    Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    DaveC's Avatar
    Join Date
    Jun 2007
    Location
    Perth, Australia
    Posts
    2,132
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    I would just note that using the physics movements for bullets will have poor performance results on the mobile runtimes..

Page 2 of 2 FirstFirst 1 2

Similar Threads

  1. Tutorial Support for2D Platform shooter, Joints, 360* Mouse aiming. (multiplayer)
    By masterolive in forum Multimedia Fusion 2 - Technical Support
    Replies: 5
    Last Post: 20th June 2012, 06:56 PM
  2. aiming like a clock
    By theninjablooper in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 6th December 2010, 10:08 PM
  3. Java+360 aiming
    By Watermelon786 in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 20th March 2010, 11:42 PM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •