Pseudo projectiles (platformer)

been a while since ive visited forums so idk if ive already made a topic on this specifically with platformer (ik ive done top down before so im not bothering with that)

but the plan here is to mess around with desmos and create a rather basic no collision (with the exception of players) and catapult style pseudo system

notes(will add more later):

  1. im planning to make it so depending on speed and direction (speed increases gradually with the initial of 1 to 2.25) so when the more speedy you are the sharper the trajectory and the slower you are the higher the trajectory like throwing an ball
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also on a related note, I need help implementing the formulas I need into gimkit just so y’all know what I need help with (gtg for now)

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Umm so like a relative property like velocity to trajectory?
So if like the angle can be 0 to 90 the velocity would increase with the decrease of the angle or would the velocity stay constant and the distance is relative to the angle?

Also Devices or not?

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nope for the last one but sorta yes for the first question but i still gotta take my time to figure it out but i dont really wanna spend as much time as i did on the last one (actually want better grades in school this time) so i wont respond as much but i’ll probs have time in math class hopefully

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alright current problem is im having is actually getting the origin of the trajectory to match up with the player coordinates

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Wait, so the problem I’m getting right now is that your trying to make pseudo crystals in the middle of nowhere all around your platformer?
I’m also getting that you want to adjust the player’s speed?

So, you want the player to get a pseudo projectile when they are at a certain coordinate?
(sorry, I’m not good with devices so I probably wont be able to help you, I’m just asking questions to make it clearer for other forumers.)

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to apply in simpler terms when you are holding a blaster the shot
usually comes from the blaster right? so im trying to make the origin or intial point at said held blaster. and to explain the rest thing of it like when you run and throw a rock it generally goes in a rather low arc versus when you stand still and throw it high into the air making a high arc. that’s basically the concept im going for here

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still wish I could actually make visuals for these types of pseudo thingies
:P

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Make visuals?
You mean, like the actual crystals?
I saw a guide like that, if this is what your talking about, here you go:
Pseudo Jump Cyrstal Guide

OHHH, ok…
Maybe you can make a zone where when a player goes in it, the pseudo crystal appears but then when you step into another zone it dissapears?
(I’m not good at this, I know it will take a lot of memory doing sooo many zones)

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no like moving pseudo thingies (not along a fixed path btw)
but regardless my school day’s almost over so i’ll return to this tomorrow

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yeah actually know what im gonna scrap this until i get into a proper physics class next year i am understanding none of the formula at all
i’ll mark a solution in a bit

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marked, no more feedback needed (kinda requested ig?)