How to Make a Chargeable Projectile Similar to Super Smash Bros [ đźź© 3/10]

Welcome to the guide!

This guide will show you how you can add a chargeable projectile to your maps, similar to this attack in Super Smash Bros:

Basically, you can charge your gadget to deal more damage. You can use this in a Super Smash Bros. recreation, or in any map as a power-up!

Let’s get to it!

Final product

Untitled design (3)

(gif is Ă—2 speed to make the file smaller)


Materials

This game requires basic knowledge of block code and channel grouping to make sense, but even a person who’s never heard of Gimkit can make this system easily if they follow all of the steps.

This list is sorted first by the greatest number of devices to the least, then by how much memory they use.

Item granter Ă—10 (350 memory)
Inventory item manager Ă—5 (1075 memory) (optional)
Trigger Ă—4 (660 memory)
Game overlay Ă—2 (350 memory)
Speed modifier Ă—2 (20 memory)
Lifecycle Ă—1 (50 memory)
Button Ă—1 (50 memory)
Checker Ă—1 (35 memory)
Counter Ă—1 (25 memory)
Property Ă—1 (10 memory)

Total memory: 2625 memory [1]


OK! Sit back, open up Gimkit, grab a snack and maybe a drink, and let’s get started!

Starting the system

First we need a way to charge our gadget. We’ll use a game overlay that you can press to charge the gadget, and another you can press to stop charging the gadget. In smash bros, you’re unable to move while using this attack, so we’ll use speed modifiers to prevent you from moving while charging your attack.

First, we’ll make the system that starts to charges your gadget.

Get your first game overlay. Give it these settings:

Now get a speed modifier and give it these settings:

Now we’ll make the system that allows you to stop charging your gadget.

Copy the overlay and the speed modifier by dragging and selecting and pressing C. Change these settings in the new overlay:

Change these settings in the new speed modifier:

We’ll need a way to actually charge up the gadget. We’ll do this by giving the player a higher rarity gadget over time. This system will have 2 item granters for each rarity. One will grant the item, and the other will take it away.

First, we’ll setup the item granter that gives the item.

Get an item granter. Give it these settings:

Now the item granter that removes the item.

Copy the item granter and move it down a bit. Change these settings:

This next step isn’t really necessary, but it makes the system look better by removing the popup that you get when you’re given the quantum portal. If you’re already really low on memory, you might want to skip this step. Add an inventory item manager and put it above the item granters. Give it these settings:

Now we’ll set up the rest of the rarities.

Copy all 3 devices (both item granters and the inventory item manager if you’re using one) and move them to the right. Change the target item in all of the new devices to be the uncommon quantum portal. Select the item granter that gives the uncommon quantum portal. Change this setting:

Now do the same thing again. Copy the devices with the uncommon quantum portal and move them to the right. Change the target item to the rare quantum portal in all of the new devices. In the item granter that gives the rare quantum portal, increase the number in the channel by 1:

Repeat this step and keep increasing the rarity until you’ve finished the legendary quantum portal. The item granter that gives the legendary quantum portal’s channel should look like this:


Charging the gadget

Now that we have completed the setup, we’ll need to actually have a way to charge the gadget. To do this, we’ll use a trigger with a delay to gradually charge the gadget, and we’ll use a counter that increases when that trigger with a delay gets triggered. The counter will update a property. When the property gets updated, it will run a block in a trigger that will broadcast on a channel based on what the property is equal to, which will grant the corresponding rarity.

Get a trigger and give it these settings:

This trigger will activate our countdown trigger after it is deactivated. It needs to have a delay to ensure that the countdown trigger doesn’t glitch and keep charging our gadget after we told it to stop. I’ve set the delay to 1 second, but you can make it bigger or smaller depending on your preferences. DON’T MAKE THE DELAY LOWER THAN THE COUNTDOWN TRIGGER’S DELAY! This will cause it to glitch occasionally.

Now we’ll make the countdown trigger.

Get a trigger and give it these settings:


[2] 

The delay on this trigger can be configured to how much you think it should take to change the charge level. I found 0.7 seconds to be fairly effective. Once again, make sure that the delay on the trigger from above is greater than or equal to the delay of this trigger.

Now we’ll increase the update

Place a checker and give it these settings:

The checker is to make sure that if we’re fully charged and we push the charge button that the game doesn’t break.

Now make a property with these settings:

Now place a counter and give it these settings:

Next, we’ll code a trigger to make it broadcast on a channel based on what the property is equal to.

Get a trigger with these settings:

Give the trigger a block, and code it like this:

The way this works is the property broadcasts on the channel New charge. This channel removes the current gadget from your inventory. It also triggers the trigger that gives you your new gadget. The code broadcasts on Charge (#). Each number corresponds to a channel that gives the item. The trigger also checks if your charge level is at it’s max. If it is, it stops the loop, otherwise, it continues to charge your gadget. The trigger also checks if the charge is equal to 0. If this is the case, it gives you a common quantum portal.


Giving the power

Now that the system is done, we need to have a way to give the person the power! I’m just going to use a button, but you can do this using a different system, just make sure you use the same broadcasts as the button uses.

Here are the settings for the button:

Place a lifecycle and give it these settings:

Now place a trigger and give it these settings:

The way this works is when we use the gadget, the lifecycle detects this and tries to trigger the trigger. If we didn’t push the button then nothing happens, because the trigger is deactivated. If we do push the button, then the trigger gets activated and is able to trigger when the lifecycle receives that we’ve used our gadget. What the trigger does is stops charging our gadget if we use it while it’s charging and resets our charge.


Congrats, you’ve finished! I hope you all get some cool ideas flowing!

Make it your own!

Welcome to the “Make it your own” section of the guide, where I give small challenges to add on to the system and improve your Gimkit Creative knowledge.

Replace the item granters with damage modifiers to make it super customizable, and add a visual input to other player’s that their gadget is charged.

Change the delays on the triggers and find what fits your game!


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  1. Fun fact! While I was making this system, I was originally going to use blocks in all of the item granters, but then I realized I could save about 1.5k memory by just using more item granters that remove the item instead of granting it. ↩︎

  2. You found the easter egg! :egg: What should you do? Replay saying how much you like (or hate) this guide and put an egg emoji at the end of your reply! ↩︎

9 Likes

You should probably add an explanation

4 Likes

Yeah, but everything else is amazing! complicated, yet simple.

Yes, but I said that when I liked the guide and rated it. I was providing criticism in the comments

1 Like

And i said that i agreed with you

1 Like

its great, however I’m confused on how exactly the charging works. is it like the button you press and it gives you the gadget or something else.
also please add an explanation.

3 Likes

So basically when you click button it freezes the player for a second and gives more charge, when the number of charges goes to an amount, it give ammo

1 Like

This is amazing guide! I sometimes main Dark Samus (his charge shot is better than main samus’s)

1 Like

This was a good guide! This could also be done with the damage boost and giving them a zapper until removed, but that way would be more memory (I think) and that’s all that really matters

so yea, good guide!

2 Likes

@here added explanations on how each section works.

3 Likes

10% Charged
20%
30%


Game Notice: to heck with it


100%
Game Notice: Projectile Charged. Press y/n to proceed


y pressed


Game Notice: Projectile Fired


Trajectory Projection: Hit
Trajectory Projection: Miss


Game Notice: Projectile has hit target
Game Notice: Turtle has knocked out Bump!

2 Likes