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#1 2013-02-21 10:40:52

dusty22
Scratcher
Registered: 2012-09-28
Posts: 49

Help with a non-glitchy rapid-fire Buster in Megaman Game

So I made a project called "Megaman Scroller" a little bit ago. Now I'm trying to improve the buster firing mechanic that you can have more than 1 bolt on the screen at a time, for up to a total of 3. Right now there can only be one bolt on the screen at a time.

I want each bolt to be independent. So what I did was have 3 "bolt" sprites. Whenever my charge variable was less than 3 (the value for a charge shot), it'd broadcast Buster, then each bolt would check the "shot count" to see if it should go.

However, this didn't work even as I revised it, and I also tried using different combinations of variables, if statements, and broadcasts. It worked kinda, but if you press the X button too fast, one of the shots will stop moving or get stuck, then the whole thing breaks down.

Just wondering if I could get a little help. I tried Zparx "Megaman X (Scratched)" game, and he had a very smooth buster mechanic like I'm trying to make, but his code is extremely complex and difficult to understand, not to mention it's difficult to look at it in Scratch because it bogs down the IDE.

I'll post pictures of my scripts in a bit, just cause I can't right at the moment. Thanks for any help!

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#2 2013-02-21 16:37:22

ErnieParke
Scratcher
Registered: 2010-12-03
Posts: 1000+

Re: Help with a non-glitchy rapid-fire Buster in Megaman Game

Hmmm... interesting project.  smile

Anyway, I'm not entirely sure if this will help, though I did make a Machine Gun Engine awhile ago that might be of some use to you.

With regards,

ErnieParke


http://i46.tinypic.com/35ismmc.png

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#3 2013-02-21 18:01:16

dusty22
Scratcher
Registered: 2012-09-28
Posts: 49

Re: Help with a non-glitchy rapid-fire Buster in Megaman Game

Thanks, could be very helpful!

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