# Bullet Hell Bullet patterns

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### » Fri Dec 27, 2013 11:32 am

@Pandemonium, actually MindfaQ is quite right.

To make a game like this you should:

- Learn the math behind the different bulletsprays.
Or..
- Learn to fake the math behind it.

One quick google search turned up This
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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### » Fri Dec 27, 2013 1:40 pm

Thanks for everyone's help here guys.

@notnsane, add a secondary condition that is called 'pick random instance', as everytime the game cues the enemy to 'shoot' it will pick one random instance of that enemy on screen and make it be the one to fire, so the player is not assaulted by a barrage of bullets. Hope that was remotely helpful. :)

Yeah, I'm trying to figure out the maths now, and I did have a go at creating the circle, but the problem was that once created, if I tried to alter the bullets trajectory, it altered EVERY instance of that object, which didn't work, because the circle (by default) resulted in negating all movement, as for every trajectory, there was an equal one acting in the opposite direction. -_-

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### » Fri Dec 27, 2013 2:03 pm

Pandemonium:
learn how picking works if you only want some of your objects to be affected

[QUOTE=notnsane] Sorry for the little hijacking...

@Pandemonium or @LittleStain - noob question here... I'm doing a shooter. I've setup an event to shoot randomly every 2-3 seconds, but ALL the enemies shoot at the same time.

How can I make this so the enemies shoot at different intervals?[/QUOTE]

you can use timers for this or 2 instance variables on every shooting enemy (one containing the time when it last shot and the other the shooting delay) and each frame check for each enemy if lastshottime+shootingdelay less or equal time. If yes, set lastshottime to lastshottime+shootingdelay and run the function that creates the fitting shoots for your enemy. If you expect more than one firing to occur per frame for one enemy (maybe because of high firing rate and slow fps), you could check for the condition a second and third time in subevents.mindfaQ2013-12-27 14:06:24
Visual Novel 'Engine' in 100 Events
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### » Fri Dec 27, 2013 4:45 pm

Instead of going into very deep maths, you could try to use tricks. Invisible sprites patrolling between two other invisible sprites that spawn bullets every.x secons can be used to create a grid of bullets, if placed correctly. Combined with sine behaviour and maybe even car behaviour you can do some interesting patterns.

So basically: Some number of invisible sprites spawning bullets and moving and/or rotating around should do the trick I guess...
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### » Sat Dec 28, 2013 2:09 am

Ahh, I'll habe to look into picking then, mindfaQ, I hadn't considered that. And Windwalker, I hadn't considered that at all, but it is definitely something I will test out, because I can actually manage that :D