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Organized Way of Emitting Enemies
Archive: 5 posts
I'm making a side-scrolling level with different types of enemies that are emitted randomly. However, since all the enemies are made of the hologram material, there will undoubtedly be times where the animation sprites run into one another. This is a problem for two reasons: 1) with some of the animations, having them commingle causes serious lag and 2) it just doesn't look good. What would be the best way to set up the emitters so that they never cause enemies to crash? Thanks for any help! Oh and by the way, there are about 20 different types of enemies, and since the level arena is pretty small I can't just space them out in a way that will fix the problem. | 2012-10-09 09:20:00 Author: Rainbro Dash Posts: 121 |
You could, rather than try setting up emitters leave enemies with an impact sensor sensing each other cause either a turnaround or a back up move from the enemy... organizing emitters seems like enemies will get pretty spaced out | 2012-10-09 11:59:00 Author: Tynz21 Posts: 544 |
What he said; it seems easier to make the enemies aware of the others to avoid themselves by turning around or changing layers rather than emitting them in a way they won't meet. | 2012-10-09 17:14:00 Author: MatrixEchidna Posts: 66 |
Doesn't seem that hard, TBH. If you have a Tag on all characters/enemy types to identify them to an Impact Sensor, you could probably move your Emitters to a Hologram/Sticker Panel hitbox and just disable any emitting process when the Hitbox detects a character within it's parameters. Does that sound applicable? | 2012-10-10 13:39:00 Author: Ostler5000 Posts: 1017 |
Edit: Ehh I guess impact sensors will work fine. Not sure what else there is, I guess I was just expecting an easier solution. In other words, just being lazy lol. Thanks for the help. | 2012-10-10 22:15:00 Author: Rainbro Dash Posts: 121 |
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