TBG's Top Down Combat AI

Post your own tutorials, guides and demos.

Post » Tue Sep 27, 2011 8:05 am

In creating Star Marine 3, the third incarnation of the first game I ever made with Construct, I got a little sidetracked and I put the game on hold. I had only done the AI, and it was a little buggy anyway.

This here is a example/tutorial of top down combat AI that uses path finding and shooting. Each AI soldier is made up of a bottom and top object, one controls moving while the other controls blasting. They aren't very advanced yet, they don't use cover and shoot through walls, but the basics are here. This is not a template, rather an example of how to create advanced top down AI.

It's thoroughly commented, although it might be a little difficult to understand. Has a basic scenario set up between the friendly AI and the enemy AI, but you can move the walls about and the AI will adapt. The only bugs are with Construct choosing which AI bottom object and which AI top object go together. Sometimes there is a issue that two AI top objects will stick on a single AI bottom object, giving that unit double health and making another soldier not move at all. I'm not sure how to resolve that issue...

It would be cool to create a plug-in that offered simple easy functions to create AI like this, put I have no idea how to do that. So this will do for now.

Download (500KB):
http://www.mediafire.com/?xjr0brk3f5f8ch7
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Post » Tue Sep 27, 2011 9:13 pm

This looks very fitting for my zombie game. I already have friendly AI, but this is better.

Edit: but I really can't be arsed changing.Urled2011-09-27 21:15:51
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Post » Thu Sep 29, 2011 1:24 pm

Heh, can't blame you. The AI in this example is probably going to be tricky to implement in another game, as you would need to remake it and such and it could be a little time consuming... Glad to hear you like it!
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Post » Fri Oct 11, 2013 4:12 pm

link 404ed :(
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