Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Vertebray

10
Posts
4
Topics
A member registered Aug 02, 2025

Recent community posts

I'm making a combat which includes a Size 3 Ace, but i can't figure out how to actually change the Ace's size. I know it's possible, i've played a module with multiple resized mechs, so i'm just trying to figure out how to do it myself. I have a trigger which on combat start, sets the Ace's size to 3, but it's not working properly.

I went back and added these zones, but the berserkers still think it's a fun idea to take a lava bath, despite multiple safer paths being available. 

Itch doesn't let me post images, but if there's some other way to send it to you I'll be sure to.

(note: itch won't let me post the image i took of all the wreckage)

You know how in the tutorial mission, Granny says that she doesnt have enough firepower to take on the enemy reinforcements? I took them all out! I probably could have done it without being on the verge of my reactor blowing up if i hadn't of overcharged near the bombard, i tried to play it safe but it only doomed me (still took the thing out though of course)

Ah, i see. I'll add some of these to my map to help with pathfinding (one of the more egregious issues i found while playing my map today is a demolisher who was trying to cross through an invalid endpoint, getting pushed back to their starting point, then trying to cross again,  when there was a path they could take right next to them.)

I uploaded my first Omninet map yesterday, but noticed an issue with how it worked. Enemies were consistently throwing themselves into a lava pit trying to reach the player mechs. So many berserkers lost to the lava pools... Would it be possible to make a zone signifying to the enemies to NOT go there at any cost? 

Thanks a ton!

Thanks for the pointer, but would it also be possible to exclude flying mechs from this list? Doesn't make sense for a mech in the air to be affected by something on the ground.

I'm making a custom sitrep for a map i made, where part of the mission involves a zone getting flooded, damaging all units inside. Is there a way to check the entire zone and apply an effect to every unit inside?