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Thread: Groups of enemies - how to make a more advanced AI?

  1. #1
    Clicker Fusion 2.5

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    Groups of enemies - how to make a more advanced AI?

    We are doing a psuedo 3D, angled action RPG (think Streets of Rage) and we are trying to get groups of enemies to move around so they roam about on screen - and go after the player - but do not stick to each other. We get them to go after the player but they either overlap each other, walk through each other or get hung up on each other preventing them from moving etc... We have experimented a lot but we have had trouble with this for awhile and we wondered if anyone had any advice or could point us n the right direction?

    Thank you : )

  2. #2
    Clicker Fusion 2.5 Mac
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    There's a few ways I can think of to handle this

    1. When the enemies collide, they could stop moving for a short while (or each move in a random direction), then continue moving towards the player after a random amount of time. This will stop them from overlapping but the downside is they might bunch up and get stuck.
    Here's a quick example: overlap_example.mfa

    2. Use the built-in physics engine and have their movement 'stop' when they collide with one another.

    3. You might have some luck with this flocking example

    Hope these help!

  3. #3
    Clicker

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    Just a personal thing - I usually allow enemies to overlap in my games. I use subpixels adjust the walk speed of each enemy by a very small amount, randomly, so they don't all bunch up on the same exact pixel.

    For example:

    Start of Frame
    - Set Alterable Value "Speed" of Enemy to 4.8+0.01*random(26)

    So enemy speed in this instance would be between 4.8 and 5.0. Now when enemies are chasing you they won't all end up on the exact same pixel and it will look a lot more natural/organic.

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