have no idea what this game is (I'm not commandeering my sister's 10.5 machine to find out), but you could technically do rotation in SC by getting a matrix containing the raw pixel data of what ever you're trying to rotate, and then using a rotation matrix to transform and paint those pixels. That's what any 2d graphics library is doing behind the scenes.
If Mike were to create his own sprite rotation method, it'd be extremely CPU extensive. It'd also be very complex and take quite a bit of work.
you need trig to set the direction of the bullet? sc has commands for degrees, those will work
Sc has cos() and sin() but that's it. Only 2 of the 6 trigonometric functions. To get the amount of degrees needed to rotate the sprite I use arctan(), Sc doesn't have this function and isn't able to get the amount of degrees needed to rotate the sprite to point to the mouse.
dont see a game shooting balloons being in avisaria, my original point was i can recreate any RPG features in sc
Ah, didn't know you had narrowed the field. Don't worry, these features will be in Avisaria and the iPhone RPG. I can easily change that bullet in challenge 1 to an arrow. Then I'll have the marksman battle system all made.
what it comes down to is the ability to design a game, game design is a seperate skill from programming and graphics
True, though they are all inter-linked. If the language you program in isn't good enough to withstand how you want to design your game, you start running into problems. My first problem was with Athoria. Sc was not fast enough and couldn't detect collisions before hitting objects, so I moved on.
Game design is good but don't let your choice of language inhibit it.
-Gan