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Thank you! Your comment on the tower placement gave me good ideas to improve it. Probably a tile outline on the ground for each towers and obstacles would make it cleaner. With a small drop animation of the tower on the ground with white dust particles.

I made the map with the Tilemap and the Grid by using the Tile Palette and the Rule tiles. For the ai, its simple: (oversimplified) 

direction * speed 

where the direction is heading over a chosen target. This is what is behind the offscreen magic:

void OnBecameVisible() {    
    collider.enabled = true;
}
void OnBecameInvisible() {    
    collider.enabled = false;
}

The problem? I did not check exacly when these functions are called, but by unchecking the collider on each enemies (3) it should fix the issue.

For the end fight, I heard about it yesterday for the first time. You are the first one to point it out here. I will add it to the bug list

That would work really well!

hahaha nice, it's amazing how sometimes the simplest solutions can be the best. I would recommend adding some basic obstacle avoidence to stop them getting caught on things though cleaver move just turning off their colliders.

Sorry about stumbling across it, It can be so fustrating knowing about the bug but being unable to fix it.