The game is over when either side has all of it's crystals destroyed. The new health crystal however is harder to destroy than a regular one. When this is destroyed it restores the lane to it's original state and the enemy gets it's health crystal back. The lane also creates another health crystal for the player. Once a lane's health crystal is destroyed the lane is now highlighted in blue and can the golem's switching and combining ability can be used. However with your solution I think it should be fixed.Įdit: When a golem reaches an enemy health crystal they stop their movement. Everything about this works great except for the movement of the enemy golem. The Same thing goes for the Enemy Ranged Golems. Ranged Golems have a longer range of sight and will shoot an object that can pass through allies and collide withe enemy. The same goes for the enemy AI and enemy golem AI. When a golem sees an enemy golem, the golem will stop and start it's attack animation at the end of the animation the golem will spawn a colission box that comes in contact with the enemy that will then minus golem.attack by enemygolem.health. After the golem exits the highlited base area they cannot be switched or combined. You can do this because later in the game you can combine golems to make a more powerful one, the 2 golem selected will be the new golem's position and lane. Once you spawn a golem in either one of the five lanes they start moving forward, you can switch the golem to any of the five lanes near your base but it will stay in it's current Y axis. Can anyone please help me? If anyone knows how to code something like this into Construct 2 please reply. I'm not sure why the enemy golem keep on moving forward. So they should still be able to see eachother. They're both solids but I set the Line of Sight to only be blocked by the lines seperating each lane. The golem works fine it stops when it sees the enemy golem and it plays it's temporary attack animation (I'm not sure if it actually does damage but eventually I'll be making collision boxes for it so it shouldn't matter) however the enemy golem is still moving forward and it only plays it's temporary attack animation once. So I played around with it for a few days and now I've set up a line of sight for the golem and enemy golem. It all went great but now the golems don't seem to be damaging each other anymore and the enemy golem just keeps on moving forward. So I then got rid of the 8movement on the enemy golem and then gave it a custom movement. The first problem was that if my golem was defeated first then the enemy golem would start moving back to the enemy base. The interesting part of the game is that you can change as well as unlock new units and defense earnings. In the game I've tried to make a fight system that has my golem stop it's movement and attack the enemy golem when they collide, the same goes for the enemy golem. Age of War 2 is full of action, war, defense game. Hello! I've been having a problem with a game I'm currently making (Golems: Battle of Titans).
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