lionz's Forum Posts

  • You need to 'pick' an instance of area. You could try 'pick nearest' which means the Block will overlap the nearest Area. Or you can evaluate with matching variables if you want to have certain Block overlap certain Area.

  • Predictive aim allows the turret to become more intelligent and predict where the target will be and hopefully hit them, or you can up the rate of fire which will mean it's firing more often and gives the target less time to move.

  • Yes the way to resolve an issue like that is to look at it in debug layout and see what ArenaWaveCounter is doing. Yes the default is 0 but something is setting it off. I think I see what it is now, look at event 9. WaveEnemyCounter starts at 0 right? It means that event 9 is true when you start the game. I'd throw in another variable.

  • What do you want it to do instead? You can say On load, Stop all audio, or something similar.

  • Basically your logic says if ArenaWaveCounter = 1, keep creating these two enemies constantly. You need to put a trigger once condition under the ArenaWaveCounter.

    Also you've got a typo on Wave 3 there that should be ArenaWaveCounter = 3 but it says 2 so you'll need to change that to make that work properly later on.

    The spawning before you hit the activator could be several things. Something could be triggering ArenaWaveCounter to 1, maybe its 1 by default? It could be that your hero or a version of the hero off screen or something is overlapping an arena activator somewhere in the level.

  • You're right but I think I might've found a fix? You suggested it was limitation of C2 which seems feasible but I tried a different pathfinding behaviour for each object now (different names) and it appears to be creating two different object maps and working. Have you tried this before? May be an acceptable workaround.

  • I'm having an issue where I have two objects which I should add were cloned from each other originally. One, object, 'civilian', on created has a 'tile' pathfinding obstacle added. For some reason, the other separate object, 'pawn', is affected by this. When a civilian is created, the pawn suddenly starts detecting the 'tile' as an obstacle as well. Obviously this could be difficult to determine without any events shared but has anyone come across this before where they found a reason behind it?

  • >

    > > Why not take the same approach to using cheat tools without scripting to make games at all? Learn c# for 2d.

    > >

    > C#? Don't be a noob. Assembly is the way to go.

    >

    Quite right: https://m.youtube.com/watch?v=GH94fKtGr0M

    Haha I went to uni with that guy. He's making Tanglewood.

  • I see all of the complaints about the subscription model and all I can do is laugh at the fact that I pay more than $100/year for freakin' AVG anti-virus lolol.

    Yes, that's laugh...not cry...not...crying...into my coffee...

  • Why not just steal the ideas off firefly: http://store.steampowered.com/app/267655/

    Haha nice. I understand how trying to make a 3D thing in a 2D engine would be a nice challenge of your skills but it seems redundant to me. Just use a 3D engine to make a nice 3D game, don't heavily modify a 2D engine to make a sloppy 3D game. Working backwards when you could just try and make a game in Unity or something. Not dismissing the fact that someone might want to do it as a challenge though, or portfolio piece.

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  • Sounds good, what do you need help with?

  • No that's not the case, it's a 2D engine.

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    This reminds me of the petition we had recently to stop Trump from entering the UK

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    Already got a tattoo of 'C2 til I die' across my chest.

  • What about the custom plugins and behaviors in C3?

    Interesting, start a thread about it? Hopefully it just comes under the 'you can easily import your C2 project into C3' thing though.