Cool!!! I'm in thed process of rewriting my bullet hell engine.
What I have right now could do progear's turrets and uses more physical movements (Ie. Acceleraion, gravity and friction). But I'd like to see your take on that.
The more ways to do one thing the better. ;*)
I'm glad you enjoyed it. It was a simple one this time so not quite as in-sightful as my last tutorial. I just wanted people to come away with an understanding of polar coordinates, what atan2 does, and how sprite perspective tricks can be used to make 2d games look less flat, since these will be techniques that will come in handy time and time again and lay the foundations for some ideas I have for future tutorials. With regards to adding more motion into the turrets, if you look at Progear you'll see its not needed. What I mean is that the turrets will use just the rotation code, but then the turrets themselves are like children objects which inherit the motion of their parent object which might include more complex motion. For example you'll see that the tank bodies and turrets are seperate sprites and the turret will be treated as a child of the tank body (you can see how the perspective trick is used on the tank bodies too).
Anyway this is touching on the stuff I want to cover in my next control schemes tutorial so stay tuned. Dont hold your breath though, I'm having a little break to get kick started an amazing idea I had when writing the turret tutorial to do with bullet pattern creation and polar functions. If it works I should have something really cool. Dont worry though, I will return to the tutorials soon.
Edit: On second read it looks like I misunderstood what you are saying. Are you refering to using the physical turret motion to create bullet patterns? Sounds cool. The progear turret tutorial was only meant to show how to use polar coords and I threw in the perspective thing as a bonus since they both fit together nicely when talking about turrets. It wasn't supposed to be a tutorial on creating bullet patterns, but indeed there's no reason why you cant use any method you want to control the turret angle for creating nice patterns and represent this visualy using the technique I describe.