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[solved] 'Riding' a ball
#1
Okay,
after stripping away most pointless detail, here's my idea:

The character generates a barrier around himself (Object 1 = O1) with a set hp.
The character then generates a ball (O2) that has a chase function (follows the enemy).

Now here's my problem:
I know you can have a ball 'attached' to a character,
but can you attach a character to a ball (have the character align itself to the ball's values,
not the other way around)?
(don't worry about messyness, the char's sprites will be blank)

Assuming this can work, the char should be able to interact with the target ball, O2.

When O1 is broken, the idea is to have it use a stage-wide effect that will send O2 into
frames that will make it dissapear.(char returns)
(O1 will have a timer ball for it too)

What're people's thoughts?
Is any/all/none of this possible?
(sorry if this has been brought up before, but I don't think it has been, or on the mainsite)
Trust you're all well.
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#2
Try to actually "transform" the char into the chasing ball.
But assuming how stupid that sounds, try following:


The ball has wait: 0 in every frame the char should follow.
In these frames the ball creates bdys that let the actual character react with itr/kind: 8.

Basically the same method like the follow-ball method, only a bit complicated.

I highlighted you the DC terms for my lulz.
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#3
Dunno if this works but try to attach the char using itr/k: 3 followed by cpoint.
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#4
Give the ball itr:k:3.

Edit: whoops, didn't see bp's post :p
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#5
Thankyou, to everyone, for your insight.

I will be trying each method in turn.
This will start on the weekend at the very latest.

Ideas are pouring out of my brain,
this could be the start of an interesting character=P

(edit)

I actually don't have the time to try all of the methods:(
but Lauli's 2nd one seems to be working:)

(If this char goes through, it will be my first finished one:D)

As for this thread,

~Solved~
Trust you're all well.
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