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.
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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.
Thanks that helped alot! This will probably make things easier when im making this game to a multiplayer game.