Bassicly using events i would like a small creature on my game "Sapphire crawler" to hop toward me when it detects me and begin firing sharp crystal projectiles at me in a timed firing sequence.
Bassicly using events i would like a small creature on my game "Sapphire crawler" to hop toward me when it detects me and begin firing sharp crystal projectiles at me in a timed firing sequence.
The prism column was easy, it fires a 32XW 64XH wide spread wave attack that if not careful hits the player.
But i would prefer to have all 40 levels on my game to be very active.
The bosses will be easy to AI, i just have problems with AI'ing the smaller enemys.
drawing them is no problem either![]()
ah tiles very clever, just one problem how does it move by itself.
I've seen people use an event like:
Always set direction to >
But that doesnt seem to work, i can do a double jump action using it though.
You have a long way to go i fear. It needs some patience and loots of testbuilds to figure out all the necessary stuff. As told, think in the smallest solvable parts![]()
Well i just tryed a enemy AI test run.
And it completly failed, all i ned it to do is move and attack without the use of a path movement.
I am using the sensor objects, they do play a big part in the game.
What if i tell it to move pixel by pixel, that might work.
Be right back.
Ok that didnt work, all the sprite did was glide slowly through the room and didnt do any walking animations at all.
Right this time i gave it a platform movement option, but only with gravity.
He does turn away when he collides with the wall, but thats it.
And yet he still does no walking animations
Read this tutorial:
http://www.clickteam.com/eng/resources/fastloop_plattutorial.zip
It teaches how to create a custom platform movement. It is NOT what you want to do, but if you understand it, you will also understand how to do what you want.
Because what you need is a custom movement for your enemies / bad guys. The tutorial shows how to let the player control it. In your game you'd let them control themselves, depending on their situation.
This has not a lot to do with AI. Probably the AI comes down to "if player is in range, move towards player, play walk/hop animation and shoot"
"if player is not in range, stand still and look stupid"
"if player is in range, but you're running into an obstacle, stand still and look stupid"
So all you have to do is make sure they won't fall through the floor or move through walls, and shift left or right and play their animation. And this is explained in the above tutorial. Good luck.
thank you