it was pretty annoying to read this thread till i saw yinyin's post (i understood the problem from gad's first post)
@Problem 1
if my dcing memory is correct, you can still use yinyin's first solution (etc. data, i think state 9997). it allows 80 px of the sprite to actually go beyond the camera's bounds before it "sticks" to the screen.
i checked your sprites (using paint.NET, zoom and select), and the widest (second to last) is 80 px. so theoretically if you just make the w: to 80 (79 if you want to be safe), move each sprite in range, and play with centerx-es, the laser shouldn't be visible (though you'd have to check this for the widest sprites (and check the widest down-left and down-right shooting sprites)).
p/s: i'm giving my solution in terms of minimizing effort (both my thinking and your doing)
Azriel~
@Problem 1
if my dcing memory is correct, you can still use yinyin's first solution (etc. data, i think state 9997). it allows 80 px of the sprite to actually go beyond the camera's bounds before it "sticks" to the screen.
i checked your sprites (using paint.NET, zoom and select), and the widest (second to last) is 80 px. so theoretically if you just make the w: to 80 (79 if you want to be safe), move each sprite in range, and play with centerx-es, the laser shouldn't be visible (though you'd have to check this for the widest sprites (and check the widest down-left and down-right shooting sprites)).
p/s: i'm giving my solution in terms of minimizing effort (both my thinking and your doing)
Azriel~