Bulldrome
Member
So I've been messing around with the idea of a 2D platformer that uses a shield as its main tool.
One Idea I had is that if the player points their shield toward some spikes as they fall onto them, they'll bounce upward instead of take damage. I've made some basic spikes that will restart the game if the player object touches them but if the shield object touches them, it'll cause the player to bounce up.
My problem is that the player can go 1-3 bounces safely before colliding with the spikes somehow through the shield.
What would you suggest I do to prevent this? Is there some sort of thing with the collision I'm missing?
Right now in my shield object in the colliding with my spike object event I have:
with (obj_player)
{
vsp = -vsp - 2 ; //keeps gaining vertical height if you keep bouncing
}
One Idea I had is that if the player points their shield toward some spikes as they fall onto them, they'll bounce upward instead of take damage. I've made some basic spikes that will restart the game if the player object touches them but if the shield object touches them, it'll cause the player to bounce up.
My problem is that the player can go 1-3 bounces safely before colliding with the spikes somehow through the shield.
What would you suggest I do to prevent this? Is there some sort of thing with the collision I'm missing?
Right now in my shield object in the colliding with my spike object event I have:
with (obj_player)
{
vsp = -vsp - 2 ; //keeps gaining vertical height if you keep bouncing
}