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Hey, I made a projectile for an enemy and when it fires it appears in the air above the enemy and doesn't hit the player character at all. It just hoves in the air then vanishes. Does anyone know what the problem is?

sounds like you have a speed of 0 for your projectile speed maybe? and you have to play with padding your projectile with alpha space. like this is what my enemy's idle sprite and his projectile look like in my recent game jam atrocity:

enemy is 16x13 px and projectile is 16x128 with a bunch of blank space above it so that it offsets the actual projectile.

this was my workaround anyways. it would probably matter what scale you use for the enemy in the editor and where you want it to shoot from, how much you would pad/offset the projectile. you just gotta play with it. and probably have to close EFPSE when you edit the image, or your image editor won't let you save if it's open in another program.

Thanks. The enemy was scaled up a few times so I made a new one that wasn't. The projectile doesn't float up into the air like before but it doesn't do any damage....

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do you have the damage setting in enemies attack? also what is your player radius set to in player configurator?

here are some things i have found that are helpful to me when formatting graphics for EFPSE:

make an image at 320x180. This is your base for weapons. Basically, with no scaling and importing the weapon into the editor, it should fit on the screen perfectly, just change the y to 10 to account for the bouncing and swaying of the weapon. you can animate all your weapons using a 320 180 base, everything inside that base will look like what you weapon will look like on screen. i haven't tested this with non 1280x720 resolutions by the way, but theoretically should work with any 16:9 res?

make an image that is 80x160. this is your base for entities (enemies and decorations). 160 is tall enough you can't jump on top of it and stand on your enemies head. you can import these sprites and not fuck with scaling it, leave it at its default 1 scale. you can leave blank space above your enemy, but it seems to be included in the sprites hit box, so if your sprite is super small like the 16x13 example i posted earlier, you would be better off using scaling. even if i blew up that 16x13 sprite to 80x65 and put it in my 80x160 base, i would have 95 pixels of blank space above it that seems to be included in the hitbox even though it transparent pixels. so this 80x160 works for me because my enemies are humanoid and mostly fit inside the 80x160 base without a bunch of padding left over, and the only small sprites are decorations that i dont want player to jump on.

after i re-read that i have no idea if it will make sense to anyone else. kinda rambleshamble but hope it might be helpful.

Hey thanks. I'll screenshot that for next time I make an enemy. I managed to figure out what was wrong, it was the projectile speed being too slow. I made it faster and it works now. It does damage.