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You're absolutely right about your feedback — the projectile animations aren't fixed in place. This design choice allows for built-in visual effects llikemagic trails directly within the sprite, so you don’t need to rely on line or trail renderers. It works well for straightforward, linear projectiles, but I agree it’s not ideal for homing or path-following projectiles that require dynamic movement.

For those types of projectiles, I’d recommend using a particle system or a more modular setup instead. But if your projectiles travel in a straight line, these animations can work nicely — just make sure to destroy the game object on impact and avoid looping the animation.

That said, these projectiles are really more of a bonus — the main focus of the pack is definitely the characters. Thanks again for the thoughtful feedback! If I create new VFX in the future I'll be sure to keep your feedback in mind. 

I agree the main focus of the pack are the characters but having these vfx in the same style gives an extra flare to the game while keeping aesthetic cohesion. I was already happy to see these come out as fast they did since your last comment on them. For now I'll probably use a script or the AnimationPlayer to realign the collision with the VFX. If you develop a new export method in the future for a new projectile pack/update that lessens this problem (what i suggested or exporting the projectile and trails separately or something else you come with) consider retrofitting it to older packs. i think even in that case the current way should stay for compatibility for people that will use right now but if there's a new better solution having that as separate option would be great. With that said, I understand that is probably not high in the priority list but would be cool it could be somewhere in the backlog for a future improvement. Thanks for the effects and the reception of feedback.