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Not as good as Taz’s version (the game I mean) – the enemies and skull are too big for the small playing field – and bad hittest, but other than that, is OK.
Thanks for your comment 🙂 Good point about them being too big, I’ll add that to the list of little changes for Part 6. I’m also going to do a simple improvement to the hittest in that part (basically copying Taz’s one).
Definitely needs pixel-level hit testing using Bitmaps. Right now, it seems like the hit detection is occurring between the bounding box of the skull and the bounding boxes of the smiley faces. since these are all roundish objects, it’s very hard to tell where the edges of those bounding boxes are = cheap deaths = frustration!!
If you don’t have pixel-level hit detection implemented yet, why not make the skull and smiley faces into squares, so at least the shape matches the hit area?
{ 6 comments… read them below or add one }
Not as good as Taz’s version (the game I mean) – the enemies and skull are too big for the small playing field – and bad hittest, but other than that, is OK.
Thanks for your comment 🙂 Good point about them being too big, I’ll add that to the list of little changes for Part 6. I’m also going to do a simple improvement to the hittest in that part (basically copying Taz’s one).
Definitely needs pixel-level hit testing using Bitmaps. Right now, it seems like the hit detection is occurring between the bounding box of the skull and the bounding boxes of the smiley faces. since these are all roundish objects, it’s very hard to tell where the edges of those bounding boxes are = cheap deaths = frustration!!
If you don’t have pixel-level hit detection implemented yet, why not make the skull and smiley faces into squares, so at least the shape matches the hit area?
on this game i can actually just right click then the smiley’s can’t hit you:S
just does not work for me… XYZ=null; just does nothing…does not reset or anything..
muy bueno me ayudo muchisimos !!!!!!!!!