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In the past, I tried to make it possible to fire and inflate simultaneously, but the problem was that inflating or deflating reset the firing cooldown, which was very overpowered. I still don't know how to fix that.

I propose that the cooldown shouldn’t be tied with the sprite’s frames (Ex: Waiting until the sprite is at its specific frame to shoot again).

It should be a separate cooldown variable that ticks down whenever it goes above 0 (Ex: Shooting will have the cooldown variable at let’s say 30). That way, you can’t shoot until the cooldown variable is at 0, even if you shoot at skinny and then quickly transition to a blimp, the cooldown variable doesn’t reset.

I also tried that, but the code wasn't working properly; I'll see if I can optimize it.

I tried mixing code and animations, it works perfectly; now there's no need to wait for the firing animation to finish.

(+1)

Awesome, that’s good to hear! ❤