Ok I have a problem with my shooting mechanic. I don't use "every x seconds" for shooting because it's really innacurate because of the way the time lapses, so...
1. I want to limit the player to one bullet at a time. Meaning that bullet must complete its journey (either impact with target or leave the screen) before anot...
Or, if that's not possible, how do I create a player-character that is moved with arrow keys, that doesn't only move on 8 directions statically, but rather slid...
So take the asteroids template for example. In that template the bullet speed is the same regardless of the player ship current speed/moving angle, but how coul...
So trace sprite spawns behind a bullet so often, so it looks like trail. It is common way to make trail effect. Bullet stepping is needed here because bullet mo...
I have following code after I spawn a bullet: Const angleDict = { "up": -90, "left": 180, "right": 0, "down": 90 }; Const player = runtime.Objects.PlayerFamily....
Whenever I shoot a bullet and have it redirected to the mouse it does it to all of them. I have never had this problem before and couldn't find a fix online. As...
I'm using CustomMovement for my bullets in my game instead of the Bullet behavior for the added collision control with steps (without it any extremely fast bull...
So I may making a bullet-dodging game and I have enemies that are supposed to shoot bullets that after about a second split into more bullets, but there's an is...
So, I'm making a game where the character can shoot bullets, and eventually they'll get a powerup, a triple shot, that will work much like this , and I have bee...