In my game, Bisus, I mostly had it create a bullet each step, and shoot it off based on a couple of LFOs [can't think of a better term, especially not after playing with VST synths in Renoise for the 2 hours prior to posting this]. I'd just change the ranges.
So, for example, I'd have
for the direction after creating the bullet, where sne_ was whether to shoot left or right essentially [-1 or 1], mod_ was my primary LFO, and drc_ was my secondary LFO that I'd change to different values to get different spreads.
I had several different variations on this first formula, like
Code: Select all
r.direction=270-(drc_*mod_*sne_)+(sne_*6)
to get different kinds of spreads as well.
The actual pattern changing was done with a bunch of alarms out of sheer stupidity [was just testing, and it stuck], and each part went like so:
modres was the upper and lower bound for mod_, and opt_ changed which generation formula to use.
I need to put this stuff in an external file though, and it wouldn't even be too hard. But I'm lazy as hell.
Making patterns like this worked surprisingly well, and I got the idea from how I did the player bullet generation [got tired of random spreads] in Dzufu Tomorrow, which is just a much simpler version of what was described.