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> > You've only just begun to learn it. C2 can do many things, even the most complex games.. just browse the in development forum and see the wonderous creations of others.
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> > C2 is deceptively simple, making it easy to learn but hard to master. Keep at it and use the forum for help if you cannot implement your ideas.
> >
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> I do find the forum useful. But there are thing's I just don't see construct being able to handle.
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> The game idea I am working on allows players to spawn units that move to the right while enemy AI moves to the left. When they collide they start to battle, but construct 2 doesn't seem to support any method of registering damage if there are multiple units overlapping one another as the collision and overlap functions become redundant. This does feel like a very big limitation
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What you described is easily achieved by just collision check without using overlap check. On collision play an attack animation, minus health variables, bounce back wards a bit (only need a few pixels so the collision check can happen again fast) before moving forward again. You can have heaps of enemies and allied units meleeing it out like that and it will register damage for each units that collide, every time.
If you dont want them to bounce and just stay there, then spawn hidden collision sprite during an attack animation, and do the damage upon that sprite colliding with an enemy unit instead. And if you want even more filtering, enemies can only damage other units on the same layer, so add in a layer check for the colliding sprites. So you could have 10 layers and a whole bunch of units melee each other and they will only damage the enemy they hit on their layer.
C2 is very powerful, just think outside the box and most things are possible.
I tried both methods by doing a "push back *random*" but it doesn't work as when they collide they hop around but doesn't seem to do damage. I'm not too sure why, the units on one side will stack up 4+ and then just wont do damage even though they get pushed back... it's odd.
The layer one didn't work either as some of the units just walked past each other as they were on different layers...