1 decade ago by davidx
Hi,
I just purchased a licence and I'm having a play around (great engine BTW).
I am looking to create a game with similar functionality to that of the old helicopter game, the one where you click to fly up, and release to descend and have y avoid the floor, roof and obstacles.
I have a few questions which I hope you could guide me with.
Should I use box 2d or standard entity? Box 2d seems ott to me as all I need is the chopper to assent and descend. I had a quick hack of the jumpnrun demo and set a constant x accel in the sprite update (which is wrong as I should be setting the velocity, but that's ok) but I couldn't seem to set the y accel on "jump" to keep the sprite ascending all the time the jump action was invoked. I managed this with box 2d using the physics demo, but it seems overkill to me. Any advice?
Next, I want the sprite to die when it hits the roof, floor or an obstacle. Am I better creating all these on the collision layer and listening for the collision somehow (any advise)? Or am I better using stretchable entities (similar to the triggers) in the main example?
Lastly, I attempted to place a distanced background in the physics demo (copying how it looked in the jumpnrun), but it appears to only draw itself partially and redraw as the camera moved around, do I need to set a window size or something somewhere else?
I appreciate any help, guidance, critisim or correction. I'm only learning, so you'll probably see a lot more of me in the coming days.
Thanks,
D
I just purchased a licence and I'm having a play around (great engine BTW).
I am looking to create a game with similar functionality to that of the old helicopter game, the one where you click to fly up, and release to descend and have y avoid the floor, roof and obstacles.
I have a few questions which I hope you could guide me with.
Should I use box 2d or standard entity? Box 2d seems ott to me as all I need is the chopper to assent and descend. I had a quick hack of the jumpnrun demo and set a constant x accel in the sprite update (which is wrong as I should be setting the velocity, but that's ok) but I couldn't seem to set the y accel on "jump" to keep the sprite ascending all the time the jump action was invoked. I managed this with box 2d using the physics demo, but it seems overkill to me. Any advice?
Next, I want the sprite to die when it hits the roof, floor or an obstacle. Am I better creating all these on the collision layer and listening for the collision somehow (any advise)? Or am I better using stretchable entities (similar to the triggers) in the main example?
Lastly, I attempted to place a distanced background in the physics demo (copying how it looked in the jumpnrun), but it appears to only draw itself partially and redraw as the camera moved around, do I need to set a window size or something somewhere else?
I appreciate any help, guidance, critisim or correction. I'm only learning, so you'll probably see a lot more of me in the coming days.
Thanks,
D