Missile sprite game maker
The answer is that you should use masks. A mask is a sprite that is used by Game Maker for collision checking instead of the original sprite. This is useful for instance if you have a sprite with a lot of tentacles. For instance take this space ship:. With collision checking the flag will be counted as a part of the ship.
So shooting a missile at the flag will count as hitting the ship. It only shot of the flag of the ship and then went past the ship. To do this you can use masks. Metroid Flashback. Background Tiles.
General Sprites. Helper Animals. Maridia Tube. Metroid Larva. Planet Zebes Maps. Samus's Starship. Title Screen. You must be logged in with an active forum account to post comments. Explore game assets tagged sprites on itch. Log in Register.
Indie game store Free games Fun games Horror games. Filter Results Clear. Sci-fi Series. Assets for Games. Slooty Game Dev's Collection. Sort by. View all tags. New itch. Then set an alarm clock for one step and alarm 0.
Then place a 'set the value of a variable' and have homing's new value be 1. This makes sure that only one missile can be shot at a time until homing is set back to 0 which will be done when the enemy is destroyed. Put an 'end block' in there. Create alarm 0. Put in a 'move towards a point'. Make it apply to 'missle' and have the x and y coordinates be enemy. If the enemy sprite is a little bigger, adjust the coordinate so the missile heads towards the center.
For example, enemy. Also set the speed, at least one more than the enemy's moving speed. Set an alarm clock still in the actions window and set it for 1 step to go to alarm 0. This makes a continuous loop for this alarm. This is the main thing that you dont want to mess up. If it didnt loop the missle would go to the last known coordinates of the enemy. This way it continually updates the enemy's coordinates and follows it.
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