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Thread: May have been misplaced: Random Platform Enemy AI?

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    May have been misplaced: Random Platform Enemy AI?

    Hey. I'm having a problem, and some help would be really appreciated. I've tried about six different techniques, and I just can't make the enemies in the platform adventure I'm working on move at random. I know it's unclear, so basically, I'm asking how to make intelligent and random platform-walking enemies that won't fall off edges, walk through walls, or fly away. I would really appreciate any help, guys.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: May have been misplaced: Random Platform Enemy AI?

    I never actually worked on a platform game before (none that I have any remembrance of...), but... how about using detectors? Create a few small active objects in front, in behind and under the enemy, and test them for obstacles, player, etc.

    I'm not sure if this is what you're after, but here you have a basic drawing of what I have in mind (the red and blue spheres are our detectors):

    http://img114.imageshack.us/img114/8471/detectorsusepltfql4.jpg

    To enhance this basic AI system, you'd have to recognize where is the player situated (perhaps test his X and Y positions in comparison to those of the enemy?), you could add some randomness to our enemy's movements (groups + random(x) expression), add some basic intelligence (using activated/deactivated groups could work well here - for example, one group would be activated when the enemy is hurt and wants to run away, another one when he is ready to shoot his magic something, etc.). I guess that using detectors would be a solid basis for further development.

    Having said all of this - I guess that platform-game-loving people will help you a lot more than I can.

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    Re: May have been misplaced: Random Platform Enemy AI?

    just incase you didnt' understand any of that (I didn't) I would make a counter that every 2-3 seconds the counter would change to either 0-1 (set counter>random(1)). The AI would be on path, so it wouldn't leave the area. When ever the timer changes to 1, make the AI reverse direction. Was that helpful at all? I have used it before... It works pretty well.

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    Re: May have been misplaced: Random Platform Enemy AI?

    Heh. It's funny. I've used these products since TGF 1, and I never bothered to learn AI. Thanks, Skeets.

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