fogaras455's Forum Posts

  • 4 posts
  • another question would be can you have different layout scaling size on different cameras and all of them show up on the screen? and can you resize the output of what a follow camera sees and show it smaller on the screen?

    like let's say the top corner of the screen shows a zoomed out picture of the map in real time

  • Example : splitscreen gameplay on the same map with characters being in different places and the screen being split into two

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  • Just to make sure its clear what my problem is :

    Lets just say there are 3 enemies , enemy1,enemy2,enemy3.

    enemy1 does 4 units of damage to the wall per second , enemy2 does 1/sec , enemy3 does 2/sec

    now if I use my closest to working method of just using overlap detection with a few pixel of outer boundary added to said enemies , with PickedCount * Enemy.DMG , then the game is just gonna multiply the first attacking enemies damage with how much enemies are currently attacking , so if all three enemies are damaging the wall this would result in 12 dmg/sec , while what I need is 4+1+2 = 7dmg/sec

  • Example :

    Multiple enemies are damaging a wall and they have different damage values as fast as the project is selecting more than one enemy , the damage values are absolutely not what they should be.

    is there an expression for that or any workaround?

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  • 4 posts