how to make different enemy types that are animated
id: 749555
category: Help with Scripts
posts: 2
Mar 22, 2024 23:23:09
how to make different enemy types that are animated
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Recoin
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“so i'm making a arcade-like shooter game” - jun, 2024
so like the way i made enemy types before, to all fit in one sprite, i had it check the clone's costume and run the corresponding script using ifs
but animated costumes have a problem: attempting to just expand the scripts “yeah this is the right script” <(costume #) = (x)> thing kinda stops the script cuz i think it keeps restarting it
so i removed it (i think) but i remember the script:
when I start as a clone
if <(costume #) = (x)> then
some stuff
else
if <(costume #) = (y)> then
some more stuff
else
so on...
end
end
game in question: spaceshootergame™
if i explained this horribly please tell me
Mar 23, 2024 00:21:52
how to make different enemy types that are animated
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You can use a local (for this sprite only) variable called clone ID to keep track of what type of enemy a clone is. The scripts are similar to the ones you already have, just replace (costume #) with (clone ID).