Topic: How to implement beam-type moves?

Is there any way out of box to implement beam moves like a Kamehame wave or Scorpion's chain-pull attack in a 2d game?

I realize these are two different things - a beam move would have a beam that goes through the enemy character and just needs to disappear afterwards or when the caster is interrupted

Something like a chain pull requires that the chain extend, stop on-hit or at max range, and then retract to pull the enemy closer.

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Re: How to implement beam-type moves?

The way I do it for my game is to add the beam prefab in the Partial Effect section of the move editor and create a transparent prefab and put it in the Projectle section of the move editor.

And I sync the prefab frames between the Particle Effect and Projectile.

Another (better) idea is that you add the beam prefab in the Projectile section, set the speed to 0 and don't had colliders to this prefab. And create transparent prefab and set it as another Projectile. Set the speed and colliders as you wish. Make sure you sync the two frames too.

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