...You could use an invisble object for the actual projectile, and then the graphic can grow and shrink based on SINE functions (essentially it should be like "width = object.value('startwidth') + sin(object.value('throwtime')) * object.value('startwidth')" but that's just a rough example.
Thanks for the reply, Jayjay!!
I've been tossing that idea around, I wasn't sure if that would be the optimal way to implement. I hacked together a blotchy .cap where I regretfully don't think I got much closer...
I have the attack split into two parts: A shadow sprite, which basically is a bullet that heads straight towards a target, and a block sprite that flies overhead. Like in the video examples I posted earlier. The problem I'm having is telling the block sprite when to move on the Y axis to create a depth effect. Basically getting the two sprites to separate and come together smoothly with different distances to the target. This feels like it should be so simple but I'm having a hard time cracking this one
Here's a .cap showing where my progress is so far.
Any more advice is strongly appreciated!!