hello2248: this is just a test I'm using for projectile physics Locomule: Aim and shoot with mouse Adjust the rate of fire with the slider (20 = full auto) LOOK INSIDE FOR DETAILED SCRIPT COMMENTS!!!! This is a REAL tutorial. If you have any questions, fire away. =P
This is a project to help out a fellow Scratcher All sounds from http://www.findsounds.com 1. I always draw my projectiles (and most things) so the direction they are facing when moving forward across the screen is to the right when the costume is being drawn. Makes it much easier to point them in the right direction when moving them around later. So I redrew the bullet but kept it the same size and shape. I also added details to the player to depict visually which way it is facing, add a little top-down depth with a lighter shade of red for the head, and to demonstrate how to make the bullet come out of the end of the gun. Other things to consider when drawing are .. Bitmap or vector? If it is going to spin or change size, vector usually looks better. But when I need a lot of detail or color work, especially to match existing bitmap graphics, bitmap is usually preferable. I love drawing pixel art so you can see why I often use bitmap images. My Spooky Spires game was really an excuse to draw a custom tileset. So I started out using vector images for the wizard, the player, etc with the intentions of replacing them with hand-drawn bitmap costumes later. I recently changed the player but still need to draw a new dragon. Anyway... I added detailed comments to the scripts to explain how they work so take a peek inside.