i have a dmg system that depends on which frame the animation is currently playing. the animation is a ball that grows overtime until i release it twoards my enemy. This ball pulls the enemiy twoards the players X axis. Is there a better system for this?
the enemy has a stronger velocity then the pull effect so he can stand still by moving the opposite way from the bullet how can i stop that? i want him to get pulled even if hes moving to another direction. but i also want him to be able to control where hes going in air. any suggestions?
Check the image bellow.
You can simplify your events to a single one.
Set the physics impulse to
clamp(GravityBall.AnimationFrame,1,GravityBall.AnimationFrameCount)
This ensures that the impulse is equal to the frame number, but never drops below 1.
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Thanks that helped alot! This will probably make things easier when im making this game to a multiplayer game.