vanderblade
Active member
Has anybody else with a scrolling game that involves players shooting a lot run into this issue where the Destroy Me edge reaction doesn't work on player projectiles?
Because of this, if I stop and just fire into the edge of the screen, I can lock up my game quite easily.
My work around is to always encourage the player forward (it's a run and gun so it sort of works). I also use short destroy me timers on the player projectiles (although these seemingly don't work once the object exits the screen). I also use solids and enemies to absorb player projectiles. Now, this works for the most part. But I would REALLY like to skip collision checks on my player projectiles to save processing power and avoid just a little more slow down. Thing is, if I do this, there's a chance the player's projectiles will build up more just outside the screen and crash the game, and this is almost guaranteed on static boss fight screens.
So, how do we solve this? I can't be the only person who has encountered this.
Because of this, if I stop and just fire into the edge of the screen, I can lock up my game quite easily.
My work around is to always encourage the player forward (it's a run and gun so it sort of works). I also use short destroy me timers on the player projectiles (although these seemingly don't work once the object exits the screen). I also use solids and enemies to absorb player projectiles. Now, this works for the most part. But I would REALLY like to skip collision checks on my player projectiles to save processing power and avoid just a little more slow down. Thing is, if I do this, there's a chance the player's projectiles will build up more just outside the screen and crash the game, and this is almost guaranteed on static boss fight screens.
So, how do we solve this? I can't be the only person who has encountered this.