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Ithaca
January 23rd, 2005, 09:54 PM
First off thanks to people like Joman and Signifer123 who helped me get this far on my first game.:thumb:

Okay here it is, I ran into a problem with "killing" the enemies, The first shot that is automatically fired will remove the enemy but if I move the enemy movieclip out of the range of the first shot the later shots do not affect it. Any ideas why it does this? I would post the code but I think its getting to complicated but here are the fla. files.

MX 2004 and MX

JoMan
January 23rd, 2005, 11:27 PM
Hi,



Well, I don't usually put code on the mc, but what the heck ;). First, delete all the detection in the enemy's actions panel, then insert the following code in the bullet's actions panel:



onClipEvent(enterFrame) {
if (this.hitTest(_root.money_mc)) {
_root.money++;
_root.money_mc._x = -500;
_root.money_mc._y = -500;
}
}

(or you could call the removeMovie() function).


That should do it :).

peace

Ithaca
January 24th, 2005, 07:35 AM
Yep that was it! Thanks. You've already helped me alot and don't have to do anymore but I was wondering how you can make some kind of health meter. So that when my hero gets shot his percentage goes down and when it hits zero he dies.

JoMan
January 24th, 2005, 10:11 AM
Yep that was it! Thanks. You've already helped me alot and don't have to do anymore but I was wondering how you can make some kind of health meter. So that when my hero gets shot his percentage goes down and when it hits zero he dies.

I'm sorry, but I forgot how to do that :( (haven't made one in a long time)

peace

SeiferTim
January 24th, 2005, 10:33 AM
The best way to do this is to read one of the "preloading bar" tutorials, and convert it to a bar that changes based on another variable (ie: health). That's what I've done for something like that. Sorry, I don't have any code or links to send you, but the Search button should be enough. :beam: Good luck!

JoMan
January 24th, 2005, 01:24 PM
The best way to do this is to read one of the "preloading bar" tutorials, and convert it to a bar that changes based on another variable (ie: health). That's what I've done for something like that. Sorry, I don't have any code or links to send you, but the Search button should be enough. :beam: Good luck!

Hey, that's a good Idea ;). Hey rhine, there should be a few tutorials here on Kirupa in the Flash MX 2004, Flash MX, and ActionScript pages about what SeiferTim suggested.

peace

rhine
January 24th, 2005, 01:27 PM
Hey, that's a good Idea ;). Hey rhine, there should be a few tutorials here on Kirupa in the Flash MX 2004, Flash MX, and ActionScript pages about what SeiferTim suggested.

peace

I was wondering why my ears were burning.. :P

JoMan
January 24th, 2005, 01:39 PM
I was wondering why my ears were burning.. :P

?

rhine
January 24th, 2005, 01:52 PM
Hey rhine, there should be a few tutorials here on Kirupa in the Flash MX 2004, Flash MX, and ActionScript pages about what SeiferTim suggested.

peace

:sigh:

Inferno
January 24th, 2005, 02:23 PM
You should tell that to itacha, if you didnt get it :D

Ithaca
January 24th, 2005, 04:25 PM
Get what? Someones going to right a tutorial on my question? We'll if they do that would be great. :D


And by the way Inferno my name is Ithaca . The home island of hero Odysseus in Homer's Odyssey. Its no big deal though, but I just had to throw in that history lesson. :snug:

JoMan
January 24th, 2005, 04:40 PM
You should tell that to itacha, if you didnt get it :D

Oops, I forgot whom I was talking to for a second :P. I guess that shows that I didn't have any coffee this morning :D. Yeah, that was to ithacha. Sorry, my bad.

OFF TOPIC: Hey inferno, how did you change your name from FlashNewbi3?

peace

Ithaca
January 24th, 2005, 05:16 PM
I've been able to get my game to the point so that your bullet will remove the enemy if the bullet hits the enemy. I also made a "shot" mc that shoots out little green balls that remove the hero if he gets hit by them. My problem is that I want the shot mc to remove itself if the enemy is removed. I thought this would do it but it doesn't. I'm not sure if I'm doing this in the logical way so feel free to correct me.

This code is in the bullet mc

onClipEvent(enterFrame) {
if (this.hitTest(_root.enemy)) {
_root.enemy._x = +5000;
_root.enemy._y = +5000;
}
}

onClipEvent(enterFrame) {
if (this.hitTest(_root.enemy)) {
_root.shot._x = +5000;
_root.shot._y = +5000;
}
}

Heres the fla. files

MX 2004
MX for Inferno because he (I think he's a he ?:ponder: ) doesn't have MX 2004

JoMan
January 24th, 2005, 06:29 PM
You have two onClipEvent handlers stating the same collision. Move the actions for the collision together. Example:

Here is what you have



onClipEvent(enterFrame) {
if (this.hitTest(_root.enemy)) {
_root.enemy._x = +5000;
_root.enemy._y = +5000;
}
}
onClipEvent(enterFrame) {
if (this.hitTest(_root.enemy)) {
_root.shot._x = +5000;
_root.shot._y = +5000;
}
}

This is what you want



onClipEvent(enterFrame) {
if (this.hitTest(_root.enemy)) {
_root.enemy._x = +5000;
_root.enemy._y = +5000;
_root.shot._x = +5000;
_root.shot._y = +5000;
}
}

peace

Ithaca
January 24th, 2005, 07:52 PM
Yep that was it! Thanks for the help JoMan. If you care to help me anymore do you know how I could add an explosion sequence right after the enemy mc is removed?

Ithaca

JoMan
January 24th, 2005, 08:10 PM
Well, there are a few ways you can do that. You can either:

A. Create an explosion mc but make the first frame of it's animation a blank frame with a stop() code on it,

B. Create an explosion mc but make it invisible before the bullet collides with the enemy(_visible = false), then use code to say that it is visible ounce the bullet collides with the enemy(_visible = true) and make it play the animation.

or

C. attach the explosion mc through actionScript(attachMovie("explosion", "explosion", 1) and give its coordinates.

here are the flas in order:

Ithaca
January 24th, 2005, 09:29 PM
Thanks for all the options JoMan. I tried to do option B but I'm such a newbi at actionscript I don't know how to write the hittest code between the bullet and the enemy that would then trigger the explosion. Sorry I didn't get it, your examples were great.

Ithaca

JoMan
January 24th, 2005, 11:23 PM
Well, here. I put the explosion in your game for you :).

JoMan
January 24th, 2005, 11:28 PM
By the way, if you are looking for a major Megaman Sprite Site, sprites INC is the number one Megaman Sprite Recource that I know(found it when I was a big fan of megaman:hr:; 1994-1997 | 1999-2004).

peace

Ithaca
January 25th, 2005, 07:40 AM
Thanks JoMan, sorry I couldn't do it myself. So all you had to do was make your explosion and put it in with the bullet hittests. And thanks for that site address, they have tons! Do you know how I can limit the amount of shots my guy can take because now he can shoot a constant stream of bullets? Thank you for your time.

Ithaca

onClipEvent (enterFrame) {
if (this.hitTest(_root.enemy)) {
_root.enemy._x = -500;
_root.enemy._y = -500;
_root.shot._x = +5000;
_root.shot._y = +5000;
_root.explosion.play();
}
}

JoMan
January 25th, 2005, 10:26 AM
Do you know how I can limit the amount of shots my guy can take because now he can shoot a constant stream of bullets?

Yeah, I learned that back when I used to use flash kit forums. Ok, here is what you do. First, open up the hero's actions panel, and scroll down till you are at the firing code. Type the following highlighted code:



onClipEvent (keyDown) {
if (!maxShots) {
if (Key.getCode() == 40) {
i = i+1;
if (i>kMaxShots) {
i= 0;
maxShots = true;
}
// end if
target = String("bullet"+i);
duplicateMovieClip(_root.bullet, target, i);
}
}
// end if
}

That should do it :).

peace

Ithaca
January 25th, 2005, 11:25 AM
Sorry I didn't make myself more clear but I wanted to limit the amount of shots per second not that amount of total shots. Also I noticed that the shot doesn't orginate near his gun what do I need to do to make them look like the hero is actually shooting? Thanks for your continued help, I wouldn't be anywhere without you. :D

Ithaca

JoMan
January 25th, 2005, 11:49 AM
All you have to do, is put the following highlighted code in the bullet's actions panel:



onClipEvent (load) {
bulletSpeed = 37;
this._x = _root.hero.getBounds(_root).xMax;
this._y = _root.hero._y-10;
this._x = _root.hero._x-5;
if (_root.facing == "left") {
go = "l";
} else if (_root.facing == "right") {
go = "r";
}
}

That should work.

peace

JoMan
January 25th, 2005, 02:30 PM
Yep that was it! Thanks. You've already helped me alot and don't have to do anymore but I was wondering how you can make some kind of health meter. So that when my hero gets shot his percentage goes down and when it hits zero he dies.

I have just recently been given a memory boost(thanks Halikidiki :thumb: ), and I made a life meter which you can find here:

http://www.kirupa.com/forum/showpost.php?p=726980&postcount=241

peace

Ithaca
January 25th, 2005, 04:46 PM
Thats exactly what I was looking for in a health bar but how do make the health bar dependent on whether my hero gets hit by an enemy bullet?

Ithaca

JoMan
January 25th, 2005, 05:58 PM
Well, basically, you would just use my code in the enemy's shot actions:



onClipEvent (enterFrame) {
if (this.hitTest(_root.hero)) {
_root.money++;
_root.life.lifeBar._width--;
}
}
onClipEvent (load) {
_root.life.lifeBar._width = 129;
}
onClipEvent (enterFrame) {
if (_root.life.lifeBar._width<=0) {
_root.life.lifeBar = 0;
_root.hero._x = +5000;
_root.hero._y = +5000;
}
}


That should do it :).

P.S. Here is the more updated version of your game:

Ithaca
January 25th, 2005, 10:08 PM
Great thats really cool! What function controls how much health my hero losses? I've really got all the core stuff for my game now and just have a few bugs to fix such as my hero being able to walk on the insides of my platforms and how to limit my hero's firing speed. Thanks for helping me make it this far!

JoMan
January 25th, 2005, 10:13 PM
What function controls how much health my hero losses?

When I put the code:



_root.life.lifeBar._width--;

That decreased the value(life bar width).


Thanks for helping me make it this far!

Your welcome :).


I've really got all the core stuff for my game now and just have a few bugs to fix such as my hero being able to walk on the insides of my platforms and how to limit my hero's firing speed.

Oh, just create the platform graphics, make the limits MovieClip invisible, and that should do it.

EDIT: Could you post your game again?

peace

Ithaca
January 25th, 2005, 10:25 PM
Certainly! Heres the game.

In the new version I just posted I have that wall problem I wanted to fix and was wondering if you could help me with the scrolling.

Ithaca
January 25th, 2005, 11:03 PM
Oh and heres the MX version. JoMan what version do you have?

JoMan
January 26th, 2005, 12:03 AM
Oh and heres the MX version. JoMan what version do you have?

I have MX. That's a good game :D!

peace

Ithaca
January 26th, 2005, 11:22 AM
I just tried to see if I could make a boss battle and I could! Its real crude and I'll make it alot better when I get home. The problem I had though was that the bosses health only stayed down for a limited time. I think it has to do with how long my hero's bullets are on the screen. Does anyone know how to fix this?

Ithaca

MX 2004
MX

RyxiaN
January 26th, 2005, 11:43 AM
Nice Game!

JoMan
January 26th, 2005, 12:08 PM
There is a little thing wrong with the code for the enemies life: It goes back to the beginning when he finishes charging you. Easily fixed, though :). No worries!

EDIT: Here, I made a following enemy game that might help you with later enemies:

Ithaca
January 26th, 2005, 05:48 PM
Ok nice that would be useful for like annyoing little enemies that try to follow you! You said that my boss went back to full health after the charge, how can I make it that he doesn't use his super boss powers of rejuvenation!? :)

Ithaca

JoMan
January 26th, 2005, 06:01 PM
Ok nice that would be useful for like annyoing little enemies that try to follow you! You said that my boss went back to full health after the charge, how can I make it that he doesn't use his super boss powers of rejuvenation!? :)

Ithaca

You have to make a seperate lifeBar for the enemy insead of copying the other one (or else it will act all funky).

peace

Ithaca
January 26th, 2005, 10:06 PM
I totally remade the healthbar and gave it new instance names that also had matching variables but still his health comes back.? Could you find out what the problem is. Also I think my boss is a bit weak, is there a way that I could increase the amount of damage taken from contact with the boss or attack?
Thanks

Ithaca

Darn my game is to big now! How do I post it externally?

Ithaca
January 26th, 2005, 10:21 PM
Until I figure out a way to get my fla. file uploaded here is my swf.

JoMan
January 27th, 2005, 12:13 AM
Hmm, it has something to do with the fact that you are pressing the down key. Maybe you directed the code to the wrong lifeBar?

peace

Ithaca
January 27th, 2005, 07:34 AM
I looked through the code, though I made a mistake I don't think its because of the instance names. Heres my code for the bosses' health. The bosses lifemeter thing is named "health" and "healthbar". I'll keep trying to find the problem, tell me if you find out whats wrong. Thanks

Ithaca

onClipEvent (enterFrame) {
if (this.hitTest(_root.hero)) {
_root.money++;
}
}
onClipEvent (enterFrame) {
if (this.hitTest(_root.boss)) {
_root.money++;
_root.health.healthbar._width--;
}
}
onClipEvent (load) {
_root.health.healthbar._width = 129;
}
onClipEvent (enterFrame) {
if (_root.health.healthbar._width<=0) {
_root.health.healthbar = 0;
_root.boss._x = +5000;
_root.boss._y = +5000;
}
}


The code should be the same as the one on page up top so you can use that until I figure out how to post externally my newest version. Thanks for your time.

JoMan
January 27th, 2005, 12:02 PM
Try moving the onClipEvent(load) for the enemies life, above the life taking code:



onClipEvent (load) {
_root.health.healthbar._width = 129;
}
onClipEvent (enterFrame) {
if (this.hitTest(_root.hero)) {
_root.money++;
}
}
onClipEvent (enterFrame) {
if (this.hitTest(_root.boss)) {
_root.money++;
_root.health.healthbar._width--;
}
}
onClipEvent (enterFrame) {
if (_root.health.healthbar._width<=0) {
_root.health.healthbar = 0;
_root.boss._x = +5000;
_root.boss._y = +5000;
}
}

EDIT: N/M, didn't work. I have absolutely no clue what went wrong!

peace

Ithaca
January 27th, 2005, 03:35 PM
Bummer. We'll I guess my game will just have to be played on expert mode until someone figures out the problem. JoMan, do you think you could tell me how to limit my hero's firing speed?

Ithaca

Ithaca
January 27th, 2005, 07:36 PM
I was thinking about the bosses' health issue- we know that it rejuvinates after you press the DOWN button again. So I thought that we may need to redo the bullet thing because the code plays the bullet but then reverts to normal after you push DOWN again. Is there a way to keep the bullet from deleting itself so it does not revert to normal. I hope I made sense. Do you get what I mean or is that not the problem? Good Luck

Ithaca

Maybe something with this code?

onClipEvent (load) {
i = 1;
kMaxShots = 100;
}
onClipEvent (keyDown) {
if (Key.getCode() == 40) {
i = i+1;
if (i>kMaxShots) {
i = 0;
}
// end if
target = String("bullet"+i);
duplicateMovieClip(_root.bullet, target, i);
}
// end if
}
onClipEvent (enterFrame) {
this._y = this._y+0;
}

Ithaca
January 29th, 2005, 06:12 PM
Man this is really bugging me! Why won't it work? Does no one have anymore ideas?


Ithaca

Ithaca
January 30th, 2005, 08:39 PM
I can skip the boss problem for now. Could someone show me how to limit how fast my hero fires?

Ithaca

Ithaca
January 31st, 2005, 11:18 AM
Good news! I fixed my bullet shooting speed! and I'm almost positive I know what the problem is with my healthbar code.


The bullet is what affects the bosses' health bar but the bullet that hit the boss is only on the stage for a limited time before it is deleted because it went to far off the map. If I can get the code that hurts the boss outside of the bullet the healthbar will work. The only problem is I don't know how to do that. JoMan or anyone could you help me.

In the bullet

onClipEvent (enterFrame) {
if (this.hitTest(_root.boss)) {
_root.money++;
}
}
onClipEvent (enterFrame) {
if (this.hitTest(_root.boss)) {
_root.money++;
_root.health.healthbar._width--;
}
}
onClipEvent (load) {
_root.health.healthbar._width = 129;
}
onClipEvent (enterFrame) {
if (_root.health.healthbar._width<=0) {
_root.health.healthbar = 0;
_root.boss._x = +5000;
_root.boss._y = +5000;
}
}

Something like this... but not
onClipEvent (enterFrame) {
if ("bullet".hitTest(_root.boss)) {
_root.money++;
}
}

JoMan
February 2nd, 2005, 12:44 PM
Hoof! Sorry that I haven't been replying much, I have been very busy! I will do my best to reply when I can.

peace

Ithaca
February 4th, 2005, 07:19 PM
Don't forget about me JoMan. Please hurry, but I'll try to be patient.

Ithaca

JoMan
February 4th, 2005, 10:29 PM
Ok, I have a bit of time to type up a long guide, so what do you need help on now?

peace

Ithaca
February 4th, 2005, 11:19 PM
Oh sorry for making you feel rushed and I don't want to be a burden. I was just wondereing if you had anymore ideas on the bosses healthmeter. I believe that it is due to the fact that the code that hurts the bosses' health is in the bullet and that bullet eventually goes off stage and the whole sequence loops again. So to solve it I believe we would have to have the code (that says when the bullet hits the boss lower health) outside of the bullet itself, like on an action layer or something. Thanks for your time. Hope thats the right diagnoisis.

Ithaca

JoMan
February 5th, 2005, 12:33 AM
Oh sorry for making you feel rushed and I don't want to be a burden. I was just wondereing if you had anymore ideas on the bosses healthmeter. I believe that it is due to the fact that the code that hurts the bosses' health is in the bullet and that bullet eventually goes off stage and the whole sequence loops again. So to solve it I believe we would have to have the code (that says when the bullet hits the boss lower health) outside of the bullet itself, like on an action layer or something. Thanks for your time. Hope thats the right diagnoisis.

Ithaca

I think that you might have the right idea there. The fact that he is colliding with the bullet while it is on screen, would be a very big problem. Might I suggest identifing it by using this:



if (_root["bullet"+i].hitTest(enemy)) {
healthmeter._width--;
}

That's just what I would do.

Also, I suggest checking out Marz's new Artificial Inteligence thread/tutorial. It is EXELENT!

peace

Ithaca
February 5th, 2005, 11:41 AM
I put this on layer 2 in the actions panel but now not even the healthmeter goes down.?


if (_root["bullet"+i].hitTest(boss)) {
_root.health.healthbar._width--;
}

P.S.- JoMan could you help me make limits on the sides of my ground because my hero can walk inside my ground if he comes from the side.

JoMan
February 5th, 2005, 03:07 PM
Here, I am going to make a megaman game for a demonstration, then try to break it down for you.

btw, I usually don't make games for anyone, but I have no clue WHAT is wrong with your game, so I have to make one to understand where you might have gone wrong.

peace

Ithaca
February 5th, 2005, 07:25 PM
Wow! really. Thanks JoMan

Marz
February 6th, 2005, 04:45 PM
The easiest way to limit the shooting speed is by doing a timer. Just create an artificial timer that resets itself all the time to whether you can shoot yet or not. I'm not sure if you placed your keyHits in the main_frame or in the clips themselves... But if you put it in the mainFrame.



_root.onLoad
{
shotTimer = 0;

// Place your frames per second in the ## spot
frames_per_second = Math.ceil(## /5);
}

_root.onEnterFrame
{
if(shotTimer >= frames_per_second)
{
// allow him to shoot
shotTimer = 0;
}
else
{
shotTimer++;
}
}


Remember though... The line : shotTimer = 0; should only be used AFTER he has actually shot. This should limit the amount of bullets coming out of your character. joMan should be able to convert it over to onClipEvents if need-be.. If you need anymore help on the matter. I'll be checking this thread every so often then. ;)

Ithaca
February 6th, 2005, 05:00 PM
Thanks for your help Marz. I never knew the actionscript "god" would help me. My code is in the actual movie clips and I quess I'll need help transfering it over. I need to learn the in depth stuff so I'm planning on getting this book- Macromedia Flash Mx 2004 Game Programming. If anyones read it, Did you think it was good?

Ithaca

Marz
February 6th, 2005, 05:11 PM
Have never read the book to tell you the truth. I've read some Game Programming books for C++ but that's about it.

Eh.. I help out when I have the time. I scour the Game / AI Programming posts to see if anyone has had problems for a long time and a mandate those first. It looked like you were having a problem with this. I'll tell you what though, if your problem isn't finished by the time I do the pattern A.I. tutorial, I will come and help you convert it.

Take it easy man,
&nbsp;&nbsp;&nbsp;MarZ

Marz
February 7th, 2005, 04:02 PM
Allright man, the only thing I need to know is the code that you have inside of your guy, or the guy that is shooting.

JoMan
February 7th, 2005, 05:08 PM
Well, I have Megaman's code done, now all I have to do is complete the shooting and the enemy code. Here is the game so far:

http://webpages.charter.net/usstudios/megaman.html

peace

Ithaca
February 7th, 2005, 07:01 PM
Heres all the code inside my hero. Tell me if you want the stuff in my bullet too. Thanks for your help!

onClipEvent (load) {
vel_y = 0;
started = true;
jumping = false;
xspeed = 5;
this.stop();
_quality = "low";
restart = function () { _root.hero._x = +72;_root.hero._y = +770;};
}
onClipEvent (enterFrame) {
if (Key.isDown(37)) {
this._x = this._x-xspeed;
}
// end if
if (Key.isDown(39)) {
this._x = this._x+xspeed;
}
// end if
if (started) {
if (move) {
if (Key.isDown(40)) {
this.gotoAndStop("fire");
xspeed = 0;
}
// end if
if (Key.isDown(37)) {
this.gotoAndStop("run");
this._xscale = -100;
}
// end if
if (Key.isDown(39)) {
this.gotoAndStop("run");
this._xscale = 100;
}
// end if
}
// end if
}
// end if
}
onClipEvent (keyUp) {
if (move) {
if (Key.getCode() == 39) {
this.gotoAndStop("idle");
_root.facing = "right";
}
// end if
if (Key.getCode() == 37) {
this.gotoAndStop("idle");
_root.facing = "left";
}
// end if
if (Key.getCode() == 40) {
this.gotoAndStop("idle");
}
// end if
}
// end if
}
onClipEvent (enterFrame) {
if (Key.isDown(38) && !jumping) {
this.gotoAndStop("jump");
move = false;
vel_y = 10;
jumping = true;
}
// end if
if (jumping == true) {
vel_y = vel_y-1;
if (vel_y<=-8) {
vel_y = -8;
}
// end if
this._y = this._y-vel_y;
}
// end if
if (!_root.ground.hitTest(this._x, this._y+15, true) && !jumping) {
fall = fall+1;
move = false;
this.gotoAndStop("jump");
if (fall>17) {
fall = 17;
}
// end if
this._y = this._y+fall;
}
// end if
if (_root.ground.hitTest(this._x, this._y+15, true)) {
if (vel_y<=1) {
fall = 0;
vel_y = 0;
jumping = false;
this.jump.gotoAndStop(2);
move = true;
}
// end if
}
// end if
if (_root.goomba.hitTest(this.jump)) {
if (vel_y<=1) {
_root.goomba.gotoAndPlay("dead");
_root.goomba.xspeed = 0;
vel_y = 10;
_root.counter.play();
}
// end if
}
// end if
}
onClipEvent (enterFrame) {
if (Key.isDown(37)) {
scroll = 5;
xspeed = 0;
this._x = this._x-5;
_root._x = _root._x+scroll;
}
// end if
if (Key.isDown(39)) {
scroll = 5;
xspeed = 0;
this._x = this._x+5;
_root._x = _root._x-scroll;
}
// end if
}
onClipEvent (enterFrame) {
if (_root._x>0 && _root._x<600) {
_root._x = 0;
}
// end if
if (this._x<20) {
this._x = 20;
}
// end if
if (this._y<0) {
this._y = 0;
}
// end if
if (this._y>500) {
this._y = 500;
}
// end if
if (this._x>1244) {
this._x = 1244;
}
// end if
if (_root.ground.hitTest(getBounds(_root).xMax, _y, true)) {
_x = _x-xspeed;
}
// end if
if (_root.ground.hitTest(getBounds(_root).xMin, _y, true)) {
_x = _x+xspeed;
}
// end if
}
onClipEvent (load) {
i = 1;
kMaxShots = 3;
}
onClipEvent (keyDown) {
if (Key.getCode() == 40) {
i = i+1;
if (i>kMaxShots) {
i = 0;
}
// end if
target = String("bullet"+i);
duplicateMovieClip(_root.bullet, target, i);
}
// end if
}
onClipEvent (enterFrame) {
this._y = this._y+0;
}

Ithaca
February 7th, 2005, 07:05 PM
JoMan-

Nice game! Thanks for taking the time to do that! Do you think that you could add a charging feature to your megaman. I'd be interested in seeing how you would do that. Also how did you make it so your health went down so fast? The only way I know how to subtract health is to have decrement function.

Ithaca

JoMan
February 7th, 2005, 10:42 PM
Also how did you make it so your health went down so fast?

I just increased the fps(frames per second).

P.S. Yeah, charging thing shouldn't be a problem.

peace

Ithaca
February 11th, 2005, 11:34 AM
Hey JoMan how is that game coming, I'm anxious to see it!

Ithaca

JoMan
February 11th, 2005, 11:39 AM
Ungh! The blasts are giving me a head ache p_q! I have completely forgoten how to make the hero fire his blasts! But, still working on it :D!

peace

Ithaca
February 11th, 2005, 03:39 PM
good luck!

Marz
February 11th, 2005, 04:01 PM
Hmm... Need some assistance joMan? I'll be here all day.... :)

Ithaca
March 2nd, 2005, 09:23 PM
Hey JoMan, did you giveup on that MegaMan game? I'm still waiting. (patiently) ;)

Ithaca

JoMan
March 2nd, 2005, 09:31 PM
Aye Aye Aye!!!!! No me gusta nada!!! I forgot! I think it is close to finished, so I'll just post it now. Thank you for waiting patiently :).

EDIT: Ummm, I think it is too big :crazy:! Can you give me your email so that I can send it to you?

kanpai

JoMan
March 2nd, 2005, 09:32 PM
Hmm... Need some assistance joMan? I'll be here all day.... :)

That's ok, I got it close enough :).

kanpai

Ithaca
March 3rd, 2005, 07:37 AM
Heres my email


athaca@gmail.com

Thanks JoMan!