| Posted : Sunday, 05 August 2012, 11:35 |
melmantheman

 
| after actually playing the game on a tablet, you move fast. I mean really fast. wanted to make it universal.
Works on all sizes but there are some graphical bugs and still no sound.
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| Posted : Saturday, 11 August 2012, 05:08 |
steve_ancell
 
| It loads up and plays but the sprite detection is a bit liberal. 
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| Posted : Saturday, 11 August 2012, 09:23 |
melmantheman

 
| Good to know that it runs on someone else's. And by sprite detection you mean collisions right?
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| Posted : Saturday, 11 August 2012, 13:05 |
steve_ancell
 
| Comment Goes Here!Yeah that's what I meant, collisions. I haven't managed to get past the first obstacle yet if my info will help in fine tuning your game. 
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| Posted : Saturday, 11 August 2012, 13:06 |
steve_ancell
 
| It seems to collide when the sheep is within half a sprite width of the other sprite.
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| Posted : Saturday, 11 August 2012, 13:16 |
melmantheman

 
| for mine its a larger area. Maybe it has to do with the screen size. Mine it seems about 1.25 sprites. I should probably make an option to change that.
Just to make sure you mean its colliding too soon or too late?
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| Posted : Saturday, 11 August 2012, 13:17 |
melmantheman

 
| also what is your screen size?
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| Posted : Saturday, 11 August 2012, 14:12 |
steve_ancell
 
| My phone is a Samsung Galaxy Ace and I think the screen size is 3.5 inch.
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| Posted : Saturday, 11 August 2012, 14:17 |
steve_ancell
 
| According to the link below, my phone's resolution is 320 x 480.
www.samsung.com/hk_en/consumer/mobile/mobile-phones/smartphone/GT-S5830OKATGY-spec
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| Posted : Saturday, 11 August 2012, 16:05 |
melmantheman

 
| I dont see anything in the code that would make that different per screen size.
-->
int size is the size of the player (the sheep) which is also the same size as the spike.
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| Posted : Saturday, 11 August 2012, 19:24 |
steve_ancell
 
| I would do a screen shot to show how far the gap is between to two sprites but I dont think the phone has that kind of function.
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| Posted : Saturday, 11 August 2012, 19:28 |
steve_ancell
 
| I could say there's maybe at least a 5mm gap where it starts colliding.
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| Posted : Sunday, 12 August 2012, 10:31 |
melmantheman

 
| Thanks for the bug report steve, I just went ahead and changed the collision type to all the <, > stuff and it works more efficiently even on my Kindle! Its been updated you can go ahead and test that see if anything is better if not i'll tweak it some more!
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| Posted : Sunday, 12 August 2012, 13:21 |
steve_ancell
 
| OK, I will go and test it for you now. 
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| Posted : Sunday, 12 August 2012, 13:24 |
melmantheman

 
| Awesome! tell me how it goes
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| Posted : Sunday, 12 August 2012, 14:12 |
steve_ancell
 
| Collision detection is spot on now. 
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| Posted : Sunday, 12 August 2012, 14:13 |
steve_ancell
 
| Actually, scratch that, I have just discovered that the sheep doesn't die. LOL
|edit| I thought it seemed a bit too easy!. LOL |edit|
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| Posted : Sunday, 12 August 2012, 14:52 |
melmantheman

 
| GAAAAAAAAAAAAAAAAHHHHH. back to the tweeking board.
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| Posted : Sunday, 12 August 2012, 15:26 |
melmantheman

 
| Whoopsy i made a pretty funny error. I made it use the array index of the plays location (int x) instead of the loop counter (int z). It should work this time.
(PS: i didnt even realize that it wasnt colliding until i went back and tried to die on purpose!)
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| Posted : Sunday, 12 August 2012, 15:52 |
steve_ancell
 
| That's what I did after I originally thought it was spot on, I went back and tried killing the sheep. 
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| Posted : Sunday, 12 August 2012, 15:58 |
melmantheman

 
| Does it work now?
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| Posted : Monday, 13 August 2012, 12:01 |
steve_ancell
 
| Bare with me, I will give it a try. 
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| Posted : Monday, 13 August 2012, 14:21 |
melmantheman

 
| Its not working yet either. Not even on mine. For some reason only the spinning ones wont collide.
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| Posted : Monday, 13 August 2012, 15:20 |
steve_ancell
 
| Not getting any collisions at all either.
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| Posted : Monday, 13 August 2012, 16:17 |
melmantheman

 
| I dont understand. Here is all then code for collisions it really should work flawlessly but it doesnt:
-->
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