Mobiethian, on 18 July 2011 - 12:48 PM, said:
The buzzbomber badnik or "bomberbuzz" is what we called them in this game uses the same path movement that was implemented in the engine, Sonic Worlds Delta V 1.2. I just simply replaced its sprites, as I have done the same replacing Knuckles with Nack sprites. That would explain some random funky actions and certain hot spots being somewhat off with him.
I do intend to move the bomberbuzz from the loop, as I agree it is annoying to have him there and the chances of getting hit while going around the loop.
I work with MMF2 myself, and for enemies that only move left and right, I use a bit of a different system that allows me to change the size of their movement area easily, using four invisible boundaries and the bouncing ball movement.
Here's what it looks like in the editor:
EDIT: I got distracted and cropped the image
There's a boundary on top, a boundary on bottom, and two boundaries on the side. Set the initial direction to left or right, turn the bounce randomiser down to 0, and the things will move left and right, and you can change the boundaries on the left and right to adjust the size of their movement area.
The boundaries don't have to be as small as they are in my screenshot, of course. Since the buzzbomber moves it's tail down to fire, you'd probably have to use a hitbox.
—On an unrelated note, what do you plan to do for special stages? Will they be accessed via Goal Ring, Checpoint post, or will the game do the Sonic 3 thing and have bonus stages in the posts and special stages at the end of the level?
This post has been edited by Namo: 18 July 2011 - 03:14 PM