Enemy AI?

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Post » Mon Sep 30, 2013 5:49 am

@Excal yeah, it is VERY complicated.. I'm having some trouble.

There seems to be more than 1 way to do it. Or at least more than 1 way to attempt to do it...(as I have not been successful yet)

I am only having 1 AIship to battle, so I am trying some "evasive" patterns with the AIship. It's proving difficult especially on collision with the player... it get's jittery causing mulitple collisions. I've built in some work-arounds, but it's not easy!
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Post » Tue Oct 08, 2013 8:57 pm

Just putting this link here for interesting reading:
http://gamedev.tutsplus.com/tutorials/implementation/how-to-use-voronoi-diagrams-to-control-ai/
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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Post » Wed Oct 09, 2013 12:09 am

I'll try get around to a tutorial at some point, and I should post when it's not midnight and I'm burned out from too much coffee but the basic process I used for schmup was to create a family with basic behaviours, like follow player if line of sight and on screen, fire if the player falls within a certain angle etc, then elaborated for sub classes, like the snake/turret things, or the claw monsters that fly towards you and spin.

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