Reply to Re: New D-Mod: Dong
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> "I would have liked to be able to stop the paddle by tapping the key of the direction i'm moving in though."
Good idea. Consider it done.
>"I don't know how the speed of the ball is being handled, but if it's by increasing sp_mx/my it's possible the ball literally skips right over the paddle. (note: sp_mx means the sprite moves 6 pixels at a time). Perhaps decreasing sp_timing to increase speed if sp_mx is too high will prevent that."
Speed is already increased solely by decreasing sp_timing. That's why the speed stops increasing when it does. For the next version I have to fiddle with the sp_mx,sp_my to make it speed up more, which inevitably may be a bad idea if this is the case. I'll try to mess with the hardbox of the paddles and see if that helps. I just realized I don't think I set sp_range. That could possibly help.
>"text has sprite numbers (say() will return the number). have you tried setting the sp_que?"
I just tried and it doesn't work.
Good idea. Consider it done.
>"I don't know how the speed of the ball is being handled, but if it's by increasing sp_mx/my it's possible the ball literally skips right over the paddle. (note: sp_mx means the sprite moves 6 pixels at a time). Perhaps decreasing sp_timing to increase speed if sp_mx is too high will prevent that."
Speed is already increased solely by decreasing sp_timing. That's why the speed stops increasing when it does. For the next version I have to fiddle with the sp_mx,sp_my to make it speed up more, which inevitably may be a bad idea if this is the case. I'll try to mess with the hardbox of the paddles and see if that helps. I just realized I don't think I set sp_range. That could possibly help.
>"text has sprite numbers (say() will return the number). have you tried setting the sp_que?"
I just tried and it doesn't work.