Hi,
No problem! Just wanted to say though, I hope youre not too disappointed with the ranged attacks in that tutorial, as it does not go too much into ranged attacks, like it does not make them shoot up or down, just straight.
But as I was saying, I would probably never use a tween for firing a bullet anyway. So overall if you dont mind (like if it works for the rest of your setup), you could get rid of the tween action and just create it the way it is done in the tutorial - then it will be much easier to work out how to make it shoot up and down, as left and right already work
(It was a while ago that I did it, so cant even remember how they even do it).
Good luck with it.
(edit to add: ) This just popped into my head. If you are really set on using the tween action you used and just really dont want to make an exception in the same FSM that fires the bullets (
or moves the bullets), I may have a workaround.
You could make the 'x value' that you use in the tween action a global variable (
in my previous post I used 4 as an example, so I will do that again). Just set the global variable to 4 (
or whichever number you currently use) and then create an FSM on the character, in this FSM all you do is: get player's facing direction (
however you already do it, but preferably by using a global variable you already saved it into elsewhere) and then check if it is left or right. If it is left, transition into another state and use an 'int operator' action to subtract 8 (
or in your case, subtract double whatever number you use). Then get direction again and when it becomes right, go to another state that adds the same number back to the global variable and then transitions into the start state.
If the start state gets direction and it is right, do nothing and keep checking direction every frame.
Sorry for the ramble, hope it helps.