How can I create Mario fireballs?

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  • Thanks!

    I was actually was just using the fireball's sprite itself to check for all the collisions, except I had "Use fine detection" not ticked.

    I looked at what you said and realized that I'm currently animating the fireballs by changing their angles in the event editor, so maybe that is causing the hitbox to rotate as well and cause improper collision detection.

    Looks like I'm right, I stopped animating them and made it so the horizontal loop runs BEFORE the gravity one. Now when I shoot fireballs against a wall, they explode immediately as should, and they don't explode when they hit the ground while falling at a fast speed. :)

    This means the only issue I have now is the fireballs spinning animations. I believe I need to create a separate hitbox object (to do all the collisions) and create 1 for every fireball I have and constantly update each one's position to follow the fireball they're tied to.

    Any ideas on how to go about this? Most of my fireball's events consist of ForEach loops and then FastLoops.

  • There are a few ways to approach. Use your current fireball as the hitbox (since you already have the code for it) and slap the fireball graphic on top of it.

    Always
    - Spread 1 Into Value Z of "Fireball Sprite"
    - Spread 1 Into Value Z of "Fireball Hitbox"

    Value Z of "fireball" = Value Z of "Fireball Hitbox"
    - Set XPos "Fireball Sprite" to XPos "Fireball Hitbox"
    - Set YPos "Fireball Sprite" to YPos "Fireball Hitbox"

    The easiest way to destroy these without having to check if they're linked, in my opinion is this:

    "Fireball Hitbox" collides with backdrop
    - Set flag 0 of "Fireball Hitbox" On
    - Set XPos "Fireball Hitbox" -50
    - Set YPos "Fireball Hitbox" -50

    Set your movement code to only run when Flag 0 is off.

    Now do the following:
    XPos of "Fireball Hitbox" = -50
    - Destroy

    XPos of "Fireball Sprite" = -50
    - Destroy

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