is there a way to have a sprite with the sine movement (moving horizontally/vertically) and set that objects X/Y to another object without compromising the sine wave?
sort of like this: on every tick - set sprite1 to sprite2+sprite1 sine wave
no matter what i try i end up with the object getting stuck to the X/Y of the target without seeing the sine wave since the object gets set to its new X/Y coordinate on every tick... i think?
how is it realistic to set an object to two separate positions at the same time, that doesn't make any sense?
gugugu You can use two Sine behaviors with movement type "value only":
On every tick
FollowerSprite set position to
X: (Player.x + Self.SineH.Value)
Y: (Player.Y + Self.SineV.Value)
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i could've sworn i tried that! thank you, that does exactly what i wanted it to!