as u said with the enemys getting in to the others but u also collide with the bounding box of the dead ones(put the collision check only on the alive ones)
This is a very minor thing, I've requested a SetCollisionEnable for Actor2s from Sylvain, even though I could find a workaround for this, but it's not very important at the moment.
when u collide with the enemys on certain angels it past through them
(change the check in the collide to bounding box ...worked for me anyway)
Yeah, right know I'm using a very "rough" sliding collision. I've experimented with collision and found a way that works in almost all cases and only checks for one collision per frame. Well, as you've noticed, it does not work every time, just most of the time. Oh, and it's a bounding box check right now.
make them reaload faster...make "my" gun shoot faster....
Well, this is timing error. Even though I'm using AccurateTimeElapsed and even that I average using Sylvain's method (barycenter it), it's still has a slightly different speed on different framepersec situations. So it's a bit annoying, but I'm looking into this to find a way. VSync would help if I could guarantee that the FPS would always be above the refresh rate of the monitor, but that's far from reality.

about the thing with the dots and commas...u can run over the string before u use it and switch all the commas to dots...that way it will work..
That I'll probably do. If I won't find a more elegant solution.

the way it tries to find u when u hide is nice 2:)
anyway good luck:) keep up the good work.. :wink:
Thanks. Anyway, thanks for your suggestions.
