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This topic contains 4 replies, has 4 voices, and was last updated by  gage kolman 5 years, 3 months ago.

  • April 4, 2016 at 10:57 am #145427

    i think it will be more fun to add more different bullets or grenade in the game the same bullet all the way feels repetitive to the game . and somehow enemy bullet dosent remove from the screen ? i like your starter kits and want it to be the best.

  • April 4, 2016 at 11:21 am #145431

    Actually thats next on the to-do list (changeable ammo).

    At one point is your enemy (bullet) lingering? When it goes off screen or when it bumps into a wall? Here’s a couple properties…

    RemoveOutsideBoundary – a YES or NO value to set whether the enemy should be removed if they move outside the view of the camera.

    TreatLikeBullet – a YES or NO value to treat the enemy like a bullet or projectile. If YES, the enemy will be destroyed when it hits a platform.

    • April 4, 2016 at 3:26 pm #145516

      Hi, I’ve been going about this a different way. I have a pair of characters and each has three different weapons – so six ‘hero’ atlas folders in all. As the characters go up a couple of levels, then the characters and weapons get an upgrade by swapping the atlas and weapon image. That said, I do see a limitation in testing in two player co-op mode – the primary character and weapon upgrades but player 2 does not get a refresh, so hangs about on the lower skin. Jumping direct to each level from a menu gives the correct player 1 and 2, whereas going up a level within the game does not use the the player 2 associated with the level. It may because I’ve name all of the animation files the same for both players, but then again jumping straight to the level works?

  • April 6, 2016 at 6:44 am #145614

    thanks for the support i will try it .
    but a traditional video guide with changeable ammo on any level will be awesome and huge help.
    cartoonsmart team is doing a good job.thanks

  • April 6, 2016 at 12:13 pm #145623

    I’m trying to combine your joystick tutorial with your missile tutorial. I understand and have spawned bullets based on the Z rotation and angles but how do you spawn a bullet based on a joysticks rotation? since the joystick rotation is declared in a touches moved function how do you spawn and move a bullet based on that location since when you’re creating your spawn bullet function you can’t spawn it based on the zRotation and/or angle because you haven’t defined those yet? i noticed in your rotation video you used a UIRotationGestureRecognizer which can be defined for the entire class since it is already programmed as a UITouch/tapped whatever, as apposed to a joystick defined in a touches moved. should i make my joystick it’s own method then call upon it in touches moved? if so how do i do that? Ive spent quite a while trying to find solutions to this only to find a solution that creates a different problem. Semicolon frown face. Btw love the articulate quite well when explaining things, you break down pretty intimidating concepts into quick and easy to follow videos

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