+adamantyr Posted August 4, 2016 Author Share Posted August 4, 2016 A new version, with one significant feature change... torpedoes now use CALL MOTION to move! After a discussion on a thread, I realized I COULD make it work if I used a second invisible sprite as a "target" for the torpedo to hit. Using CALL COINC with ALL will only check a single bit for sprite overlap which is about as fast as you can get, and if you just loop continuously, it should always contact. I got them moving at a pretty good speed too! The one tricky bit was pre-calculating the end square, this creates a slight delay before a torpedo is fired, but it's not as bad as I feared it would be. SpaceTrekv33.zip Quote Link to comment Share on other sites More sharing options...
Opry99er Posted August 5, 2016 Share Posted August 5, 2016 Hell yes!!! One of my favorites just got an upgrade!!! This is like putting a new gloss on a tricked out 65 Cadi. Quote Link to comment Share on other sites More sharing options...
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