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Help with game concept
Archive: 3 posts
Hi all, So far I have created an initial layout and functions of a remake of the Wii Play game 'Tanks', a top down, arcade tank shooter. The problems that I have run into as far are: -I cannot stop the tank's projectiles from destroying the game 'floor', a piece of material on the background layer when the projectiles hit the walls and obstacles, as well as other players, placed on it -I need some general logic help for an upgrade system whereby a player who scores, say, 1000 points unlocks an emitter which fires rockets as opposed to the standard projectiles which are first available to the player Any help would be much appreciated | 2011-08-01 14:32:00 Author: Unknown User |
Try these suggestions: -I cannot stop the tank's projectiles from destroying the game 'floor', a piece of material on the background layer when the projectiles hit the walls and obstacles, as well as other players, placed on it Place a Material Tweaker on the background object and set it to Indestructible. -I need some general logic help for an upgrade system whereby a player who scores, say, 1000 points unlocks an emitter which fires rockets as opposed to the standard projectiles which are first available to the player Put your new emitter on its own microchip (with whatever button feed is needed to trigger it). Set a Score Sensor set to 1,000 on your main logic and run its output to the Activate input of the "upgrade" microchip. | 2011-08-01 14:49:00 Author: v0rtex Posts: 1878 |
Attach a material tweaker to anything you don't want destroyable, and in its tweek menu alter the destroyable setting to no. (Might be listed at indestructable or something to that effect, can't remember). For your scoring issue, simply use score sensors to turn certain weapons on an off, you can use timers to alter how long the power-ups stay active for. | 2011-08-01 14:49:00 Author: Xaif Posts: 365 |
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