Game is pretty sound, well done all round, one major flaw for me is the z order / Y plane needs attention, what I mean is you can be at the bottom left of the screen throwing at an enemy on the same y coordinate, at the right but an enemy mid screen higher up (lower Y) can be hit by your snowball, when he is clearly not the target...<img src="smileys/smiley36.gif" border="0" align="middle" />
If I'm hearing ya correctly, you tried to hit an enemy who was in a certain horizontal lane, but a nearby enemy in a slightly different horizontal lane took the hit, right? This is tricky! If we limit collision of Cody's snowballs to a very small window based on Cody's Y coordinate at the time the snowball spawns, hitting enemies could be very hard. I think I'll approach it by reducing the vertical height of the enemy hitboxes, so it starts at, say, their thighs instead of their knees, and see how that works. Does that sound like it would make hitting your intended target better?
I think a shadow showing the flight path of the throw would help too<img src="smileys/smiley36.gif" border="0" align="middle" />
That's actually something we had talked about, but forgot to do! Thank you! <img src="smileys/smiley32.gif" border="0" align="middle" />
for the lines issue
are you using tiled background for the snow tiles? or each individual sprites next to each other
We're currently using individual sprites, but using a tiled background would probably make sense, wouldn't it? <img src="smileys/smiley9.gif" border="0" align="middle" /> I'll start working with that to see what I can do.
One feature that we're working on is having a snow tile disappear after you make a certain number of snowballs from it. So, the trigger for adding 1 ammo to Cody's bag would also trigger subtracting 1 ammo from a snow tile. I assume that would work with a tiled background?
Thanks for your feedback, everyone! I'm really glad you're enjoying it.