Excellent plugin, but I want to expand the amplitude of a single projectile orbiting around the player, but max value is 127. How can I expand to 255 by example?
Brilliant Stuff! Exactly what I was looking for! Finally, projectiles can collide with walls! My topdown action adventure couldn't exist without it. THANK YOU!
Just a small note though - there is a slight inconsistency with tile collisions. My 16x16 bullet does not register collision when passing directly below or directly to the right of collision tile, but it registers when directly above or directly to the left. (When I'm standing at 8px half-tile position). Changing bullet's collision box doesn't seem do do anything, only 1px offsets at bullet launch but then this inconsistency only gets reversed. Perhaps take a look at it?
Hmm, now it seems to me that it uses bullet sprite's canvas for collision checking rather than its collision box. As I am completely unfamiliar with how the engine works "under the hood" it can be either trivial or very, very difficult to fix...
lövely plugin! It would be awesome to set height and gravity and bounce for an arc projectile from a variable instead of fixed value in an upcoming version. Kind regards!
1.3.1 Projectile Plugin for 4.1.2 and above GB Studio 4.1.3
Very good plugin thank you ! just I have problem with "Execute script" who use only Global variables and can't pass parameters like Actor and local variables.
Edit : It seems UpdateVariable set posx and posy to 0 Edit : I use custom projectile event into a script
Can i ask, how do i set up the plugin? I've been debugging for a while and the projectile just wont spawn. Do i need a string of scripts to spawn the projectile? I have it set on Anchor with 15 directional offset and remove projectile upon collision. What should i do?
Been trying it out, and it looks great, but for some reason it keeps using the wrong variables in my project.
For example, when the projectile is removed, I'm storing the projectile's position in global variables 30 and 31, but when checking the debugger, it stores it in some local variables on an actor that's in a completely different scene. Using the custom behaviour type also doesn't work, as it's likely using the values from the wrong variables too. Using a fresh project works fine at first, but changing local variables can mess everything up.
Additionally, I would also love to see the arc behaviour work in the vertical direction in Adventure and Top Down scenes. Currently, it's doesn't seem to be taking into consideration the projectile's speed property when firing up or down.
(Using GB Studio 4.1.3, plugin version 4.1.2 and above)
Edit:
The offset values in the Anchor behaviour also don't seem to be accurate. It offsets it by roughly 1/3rd of the value I put in.
hi this looks neat. Can a projectile be made to bounce off things like a ball in breakout? thanks. also im using 4.0.0 and downloaded under 4.1.1 but got message: Plugin "CustomProjectile" is based on an unknown engine version and may not work correctly. Plugin authors can fix this issue by making sure `engine/engine.json` exists in the plugin containing at least `{"version": "4.0.0-e0"}`.
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Excellent plugin, but I want to expand the amplitude of a single projectile orbiting around the player, but max value is 127. How can I expand to 255 by example?
Brilliant Stuff! Exactly what I was looking for! Finally, projectiles can collide with walls! My topdown action adventure couldn't exist without it. THANK YOU!
Just a small note though - there is a slight inconsistency with tile collisions. My 16x16 bullet does not register collision when passing directly below or directly to the right of collision tile, but it registers when directly above or directly to the left. (When I'm standing at 8px half-tile position). Changing bullet's collision box doesn't seem do do anything, only 1px offsets at bullet launch but then this inconsistency only gets reversed. Perhaps take a look at it?
did you figure this out? I just installed the plugin and I'm also having inconsistent results.
Hmm, now it seems to me that it uses bullet sprite's canvas for collision checking rather than its collision box. As I am completely unfamiliar with how the engine works "under the hood" it can be either trivial or very, very difficult to fix...
Does it allow projectiles to collide with walls?
lövely plugin! It would be awesome to set height and gravity and bounce for an arc projectile from a variable instead of fixed value in an upcoming version. Kind regards!
1.3.1 Projectile Plugin for 4.1.2 and above
GB Studio 4.1.3
Very good plugin thank you !
just I have problem with "Execute script" who use only Global variables and can't pass parameters like Actor and local variables.
Edit : It seems UpdateVariable set posx and posy to 0
Edit : I use custom projectile event into a script
Is it possible to have projectiles collide with projectiles?
Can i ask, how do i set up the plugin? I've been debugging for a while and the projectile just wont spawn. Do i need a string of scripts to spawn the projectile? I have it set on Anchor with 15 directional offset and remove projectile upon collision. What should i do?
Been trying it out, and it looks great, but for some reason it keeps using the wrong variables in my project.
For example, when the projectile is removed, I'm storing the projectile's position in global variables 30 and 31, but when checking the debugger, it stores it in some local variables on an actor that's in a completely different scene.
Using the custom behaviour type also doesn't work, as it's likely using the values from the wrong variables too.
Using a fresh project works fine at first, but changing local variables can mess everything up.
Additionally, I would also love to see the arc behaviour work in the vertical direction in Adventure and Top Down scenes.
Currently, it's doesn't seem to be taking into consideration the projectile's speed property when firing up or down.
(Using GB Studio 4.1.3, plugin version 4.1.2 and above)
Edit:
The offset values in the Anchor behaviour also don't seem to be accurate. It offsets it by roughly 1/3rd of the value I put in.
hi this looks neat. Can a projectile be made to bounce off things like a ball in breakout? thanks. also im using 4.0.0 and downloaded under 4.1.1 but got message: Plugin "CustomProjectile" is based on an unknown engine version and may not work correctly. Plugin authors can fix this issue by making sure `engine/engine.json` exists in the plugin containing at least `{"version": "4.0.0-e0"}`.
Is it possible to make a projectile that works like Super Mario Bros' fireballs with this plugin?
Does show/hide projectiles deactivate them or are they active but invisible?
Show/hide just turns off the rendering so they should still be active. There’s another event “Pause projectiles” that will stop them.
Does this work for top-down 2D games?
Should work in all scene types!
Arc movement on Projectiles is exactly what I need! Thanks for making these.
This is really impressive. Great work!
this allows so much stuff. thank you man!
Thanks for sharing these
These are amazing! Thanks for making these
Excellent work! Thanks so much for sharing this.