How can I make a Bubble Bobble-like Enemy AI?

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Post » Mon Jun 23, 2014 2:29 am

Hello All,
I am trying to make a Bubble Bobble-like enemy AI for my game. See this video (https://www.youtube.com/watch?v=rQlDAcgn9pk) for an example. I am trying to make my AI like the Wind-Up things (AKA Bubble Busters). I have seen this post (https://www.scirra.com/forum/bubble-bobble-blitz_t60342) but the download link doesn't appear to work. Thank you all in advanced.

~Liam O'Flynn

Edit: I don't know what I was thinking, I meant AI instead of AL :D
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Post » Mon Jun 23, 2014 2:15 pm

bump?
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Post » Mon Jun 23, 2014 5:30 pm

The easiest way would be using the platforming behaviour on those ennemies, and control their jump depending on the fact there is no ground in front of them (using for exemple the overllaping at offest behavior, just an idea, not the only one nor best one), if they bump of a wall, make them go to the other direction, and sometimes, make them stop in place, then jump, and reitering the movement when they it land.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Mon Jun 23, 2014 8:42 pm

@Aphrodite
Thank you,
Forgive me if this is a complete noob question, but I'm a bit new to Construct 2. How would I use the overlapping at offset behavior?

Thanks,
Liam O'Flynn
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Post » Mon Jun 23, 2014 9:14 pm

I made a basic enemy platform AI capx for my blog - HERE
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Post » Mon Jun 23, 2014 9:26 pm

@Minor
Thank you, but I was looking more for an AI based off of the enemies in bubble bobble.
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Post » Mon Jun 23, 2014 9:35 pm

Fair enough but the capx shows how to use "overlapping at offset".
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Post » Mon Jun 23, 2014 10:45 pm

@Minor
Sorry, I didn't see the overlapping at offset part. Thank you very much.
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Post » Mon Jun 23, 2014 11:39 pm

@Aphrodite
One more noob question: how would I achieve the 'sometimes make them stop in place and jump behavior' for multiple enemies?
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Post » Tue Jun 24, 2014 1:38 am

Mulletfingers999 wrote:@Aphrodite
One more noob question: how would I achieve the 'sometimes make them stop in place and jump behavior' for multiple enemies?


I would use the timer behavior I think, to make it trigger a condition after a certain time, to do this.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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