I'm developing an action game, which looks a bit like Super Meat Boy / Fenix Rage.
Each level has its enemies, each of them moving along a specific pattern (i.e. along a line, a triangle, a circle, etc.); the hero must avoid all them, while collecting all the bonuses on the screen.
My biggest concern is this: I need the movement of the different instances of each enemy to be perfectly coordinated with them and with the timer.
This is required to keep a nice layout (i.e. enemies moving equally spaced) and to let players compete during speedruns (level configuration is exactly the same for all players).
I tried different approaches for this:
- colliders to change direction don't work properly: the margin of error is too big, some instances move before others - even with fastloops
- position monitoring to change direction (i.e. if X enemy > X Left - 30 --> change direction), don't work properly for the reason above
- till now, I've found that the most reliable approach to have a very stable movement is using clickteam's movements (i.e. path movement). The only downside is that every different movement, for every level, must be programmed. So I ask you if there's a better and easier approach to get the same result (possibily not involving Delta Framerate, which would require significant changes)
P.S. Every level has a max 3-4 minutes timer, so it's enough that the movement and coordination stay stable at least for that period (the level then restart). I don't need any further level of precision for now
Thank you for your precious help!