|Details for Air Bubble Shooter|
|File Name:||Air Bubble Shooter|
This shooter will shoot the small air bubbles you see in water levels. It has two variations. One of them will spawn the bubbles at a fixed interval, the other will spawn them at a random interval.
Note: The level must be a water level or the bubbles won't spawn. Sprite buoyancy isn't required though.
Requested by Final Theory.
|Tags:||air, air bubble, bubble, bubbles, effect, effects, lorom, sa-1, shooter, water, water level|
|Rating:||5.0 (Votes: 2)|
Download - 2.15 KiB
Converted to PIXI and added SA-1 compatibility. Added a screenshot and tags.
The two included shooters have been marked more clearly. The random version has been made more user-friendly (swapping the minimum and maximum interval will not cause problems anymore and making them equal will result in an error because the fixed shooter is better suited for that case).
|Posted by: Telinc1 - | Link|
Originally posted by Luansilva12
You forgot to add tags.
Oh yeah I did have tags in the first submission didn't I.
Well can't edit it now and I don't feel like it's necessary to resubmit it just because of the tags.
|Posted by: TheBiob - | Link|
|You forgot to add tags.|
|Posted by: Green Jerry - | Link|
First of all, I must be apologize to you.
Because I proposed formula as solution, but it will be biassed to low values when range is bigger.
Fortunately, you had used my code in this sprite. so I did change code as follow.
STA $4204 ; \ STZ $4205 ; | STY $4206 ; | calculate RNG%(Max-Min+1)+Min, NOP #6 ; | it answer is between from Min to Max. LDA.b #!timeMin ; | CLC ; | ADC $4216 ; /
STA $4202 ;\ STY $4203 ; | NOP #2 ; | calculate (Max-Min+1)*RNG/256+Min, LDA.b #!timeMin ; | it answer is between from Min to Max. CLC ; | ADC $4217 ;/
This code won't be big biassed like previous code. [explanatory diagram]
Technically, this formula even will be biassed to specific value. but it's better than previous code at least.
Sorry for my silly moderation. and approved it.
|Posted by: Akaginite - | Link|