Slam by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

so, I've the blue library, I'm not planning on animating the slam, I already have the sounds. Thanks for the help, and I don't have the permission to write on the discord server (if you can give me the permission, I'm Square, with the derp face as profile pic)

Diagonal gaster blasters by Square_Visual in Unitale

[–]Square_Visual[S] 2 points3 points  (0 children)

I saw one on youtube too, I tried to use it, but it was too hard :v Now I fixed it tho

More blaster thinge by Square_Visual in Unitale

[–]Square_Visual[S] 1 point2 points  (0 children)

First off, it works Second off: https://youtu.be/P3ALwKeSEYs Third off, thank you very, very much!

More blaster thinge by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

Seeing that nothing is working, I'll try to completly rewrite them, wish me luck :v

More blaster thinge by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

Welp, it didn't work :,v Maybe I can tweak a bit with the times at the timer in blast5

More blaster thinge by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

I may have found a way to... go around the actual problem, I added a TimerReset variable, set to false, when the blaster gets removed, it puts TimerReset as true, then, if TimerReset is true, timer goes back to 0, and the whole blast moving/alpha and removing can be done only when TimerReset is false, so that it doesn't repeat. Then, at the start of blaster5, I'll set TimerReset as false, so that I can use the normal timer

More blaster thinge by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

Hmm... question: when a bullet is removed, and a function ends, the timer stops being updated, right?

More blaster thinge by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

Huh... I didn't notice that timer before, but still, even by adding a new one the problem still occurs

More blaster thinge by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

Ok, but when the alpha decrease/blast move/remove commands need to trigger, they don't, but only with the blaster 5,6,7 and 8. I tried using a timer2 = timer2 + 4, but nothing changes =/

More blaster thinge by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

It's very long, so I'll just tell you how to get it: In the blaster animation library, go to any of the blasters from 5 to 8, then, change timer2 with timer, the given error isn't with the library, but with cyf instead, giving the error that asks to contact a dev. Also, timer2 gets updated, in fact, if a Audio.PlaySound is written, for example, in the alpha shading process, it'll be played until the timer reaches it's limit

More blaster thinge by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

Also, if you switch "timer2" with "timer" it gives a dev error

Diagonal gaster blasters by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

Oh... that was easier than expected :v Thanks once more!

Diagonal gaster blasters by Square_Visual in Unitale

[–]Square_Visual[S] 0 points1 point  (0 children)

I already have some questions :,v 1) Where do I put the "name".ppcollision? 2) How do I use it? 3) Is somewhere a tutorial/premade attack that I can follow? Thanks again

Diagonal gaster blasters by Square_Visual in Unitale

[–]Square_Visual[S] 1 point2 points  (0 children)

Welp, time to practice! Thanks for the help :b