yeah this seems like the good solution, i added it to the wiki. On Sat, May 15, 2010 at 11:42 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Thats a good point. > > If we have bullets that hit the first enemy they encounter then stop (which > i think we should... and i think act raiser did), we could totally do it > that way where when it figures out which enemy it's hitting (ie it gets real > close disregarding height) , it literally homes in on it and hits it. > > that is a really cool solution and might not look un-natural (: > > > On Sat, May 15, 2010 at 11:37 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> oh another thought. You could simply have them slightly homing. Where they >> automatically curve in towards enemies but they will minimally effect the X >> and Y axis and effect the Z as much as it needs to. If you don't want to >> give this kind of power early on it could be an ability upgrade later. >> >> You could also have if the attack is withing so many units of the target >> then it will automatically home in. So it would not curve in early but if it >> is close to the target it would track on and hit. This way a close enough >> attack would always hit. This could also be some kind of an attack upgrade. >> >> >> On Sat, May 15, 2010 at 11:31 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >> >>> If you wanted to take the magical approach you could make it like the old >>> 2d ones. Where if the flying projectile appears to hit the ground unit it >>> collides. You would need to adjust the ground enemies hit box to line up >>> with the projectile in the air. >>> >>> >>> On Sat, May 15, 2010 at 11:22 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> when i was thinking about making an updated version of act raiser (3d >>>> version) origionaly, the biggest hurdle in my head was "how could we have >>>> you shoot an arrow (or something like that) and have it hit any enemy >>>> whether it was on the ground or in the air?" >>>> >>>> my idea was that we just make it hit all enemies regardless of height >>>> but try to hide the fact that it doesnt make sense by doing some "art >>>> magic" >>>> >>>> like make the art in such a way where it doesn't look weird. >>>> >>>> i know that is kinda like saying "make it magically work" but i bet >>>> theres a way to make it seem ok. >>>> >>>> having to shoot a fireball down at an angle means that its a different >>>> type of attack and that now youd have to aim it to hit the ground near the >>>> enemy instead of just shooting that direction and hitting him. >>>> >>>> we might have to go that route in the end but i think it would be nice >>>> if we could make it work where you just shoot left and anything that it >>>> hits >>>> (disregarding height) gets damaged :P >>>> >>>> >>>> On Sat, May 15, 2010 at 11:15 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> Fireballs should be able to be able to be shot down at an angle. Maybe >>>>> there could be 2 different shoot buttons. 1 for shooting straight and >>>>> another for shooting forward. >>>>> >>>>> Another option could be holding a key like ctrl down to make shooting >>>>> go downward and releasing ctrl would return the aim to level height. >>>>> >>>> >>>> >>> >> >