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    Basic attack pattern?

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    • SteveZX81
      SteveZX81 F last edited by SteveZX81

      Thought I'd spam up the forum with another pointless question (although they do help me usually)
      How would you go about creating an attack pattern for an enemy or a bunch of enemy sprites?
      Picture something like Gyruss, 1942, Salamander, Galaga etc.

      is there a relatively easy way of doing that kind of thing?

      1 Reply Last reply Reply Quote 2
      • Retrocade_media
        Retrocade_media F last edited by

        Hey steve, you may want to check out my shmup, it has some basic enemy bullet patterns. I'd reccomend playing with Enemy01 and try to change up how they shoot to get a grasp on it

        1 Reply Last reply Reply Quote 1
        • SwitchedOn
          SwitchedOn last edited by

          This is relevant to my interests! lol

          Is your SHMUP on the Fuze main program @Retrocade_media or do you need to give out the share code?

          Retrocade_media 1 Reply Last reply Reply Quote 1
          • Retrocade_media
            Retrocade_media F @SwitchedOn last edited by

            @SwitchedOn it should be in the great list of game codes under some thing like "Fuze Shmup"

            1 Reply Last reply Reply Quote 1
            • Martin
              Martin Fuze Team last edited by

              It would be really useful if someone could post some info on the general concept without having to dig into and understand someone elses code. This is a subject I'm interested in too...

              1 Reply Last reply Reply Quote 1
              • waldron
                waldron F last edited by

                i'm not doing it the way its supposed to be done but the way i'v done it i'v located sprites and send them in at different speeds angles then have them hit named map boxes to change direction ect probably not the best way but so far iv got 8 enemy sprites all moving in sync. could even name one different and have it break out of formation

                1 Reply Last reply Reply Quote 1
                • D
                  doumdoum F last edited by doumdoum

                  path01.png
                  A path can be divided in many sections (the coloured curves)
                  Each section is only an iteration of a couple of commands (speed and rotation).
                  When you drive a car, you don't change rotation and speed every seconds.
                  You can store this path in 3 arrays :

                  turns  = [ 0.0, -1.0, -8.0, -3.0,  0.0,  8.0, -3.0, 0.0 ] // angle variations
                  speeds = [ 400,  400,  400,  400,  400,  400,  400, 400 ] // speed of movements
                  rpeat  = [  40,   30,   37,   60,   30,   17,   60,  25 ] // iterations (of speed and rotations)
                              |     |
                              |     L 2nd loop 30 frames with small left rotations at speed 400
                              |
                              L 1st loop 40 frames without rotation, at speed 400
                  

                  You can also replace speeds with small accelerations.
                  Play a top down racing game, and you will see nice curves.
                  I hope it will make sense.
                  Watch the shared project running :
                  Name : test Path 2
                  ID : 535F2MND5M

                  1 Reply Last reply Reply Quote 8
                  • Martin
                    Martin Fuze Team last edited by

                    Thank you so much - that really explains it well !

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