Added: 10 months ago
From: jokeman248
Views: 3,398
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  • what video software did you use?

  • Well I'm trying to do enemies that act like goombas, (walk in one direction until hitting a backdrop then turning around) problem being if I have more than one then their code intergere with eachother so you get one either turning at random or going through objects, heard about IDs and fastloops for this but I can't understand

    And made a enemy that hangs upside down in wait for you, drops when you're close, changes direction after you if jump over it and can't go through backdrops but same prob

  • @JohnSegway Hmm, I did exactly that in a fangame of Mario a few months ago, hover its on my old computer which is acsesible right now. However, I've been working on a Maple story FanGame that did that too with the exception of i made them also change direction and/or pause every few seconds. I can send it but I need ur E-mail. Ill put the events that have to do with AI in a group so you can see. I might do a tutorial on it since its a great thing to know for rbg's

  • @jokeman248 Sounds interesting, okay I'll PM you my email, thanks c:

  • @JohnSegway Broall you do is set up id in alternative values spread the id value of 0 and make each one follow there own statement lol easy but its like 10 lines of code for more on it check out thatguyoverthere1232

  • @JohnSegway about your enemy that turns around when you jump over it, i am making a game I've dubbed "super mario 2d land" and i'm making bowser, he jumps, spits fire...the only thing he doesn't do is turn around when you go under him when he jumps. Do you have any ideas how I can do this? Thanks =)

  • @EvanDSL Well he's a single enemy so it's not too difficult, just have the trigger of "When X coordinate of player is greater than Bowser's X coordinate" then have Bowser's direction change to the way you want him to face, also a good idea to do the other way around so have another than has 'when x coordinate of player is lower than Bowser's x coordinate, Bowser looks left' I assume it's left as that's how the games were, hope that helped :v

  • Idk if you know how but do you kniw how to make it so a enemie follow you in a above view shooter? I really need help thnx

  • @w00tMinecraft You mean like a helicopter?

  • @jokeman248 Well I figured it out just have to make the enemies a bouncing ball and always look toward you

  • Thanks for the tuts, they're really helpful.

    I'm following your instructions, but for some reason, when I get to the enemy movement part, whenever I run the frame, the enemy appears overlapping my player, and follows me wherever I go. Any ideas as to why it would?

  • @ry00ki make sure you made the "position > than..." conditions are all exactly like i did. also idk if this is what u meant by the problem of overlaping but to make the player overlap enemy no matter what make a conditon Always (player) Order>bring to front

  • @jokeman248

    Overlapping in the sense that the enemy active object is on top of my player active object. In either case, that's not the problem, it just happens. When I add the first part of the enemy movement,

    X position of (enemy)<X("Player")

  • cont.

    And I walk to the right past the enemy, the enemy stays with me as I continue to move right. The second I go left, he won't follow. When I add the copied line, which has the inverse versions of that previous condition, the enemy starts layered above the player moving with the player, minus the jumping.

  • @ry00ki I sent you a message to explain.

  • how can the Player shoot the enemy??

  • @rekusul 1: create an active object for your bullet. 2: go to conditions and make acondition for when the player hits the space bar (or whatever u want the tigger key to be) 3: right click on box of your player>launch an object>select your bullet>press ok shoot me a message if you have further problems with this

  • Are you gonna continue this?

    I like this tutorial.

  • @rupert484 Well I was going to continue it but I couldn't think of anything else to do with platform movement I could do a tutorial for. If you need help with something just post on my channel :)

  • @jokeman248 Hmm, you have a point, nothing else to really say, lol.

    Likewise, thank you for taking the time to make this great tutorial :)

  • hey dude, thanks for uploading this video, it helped a lot. can u pls do some tutorial about flying A.I. godspeed

  • Thanks for putting these tutorials up!

    I'm working on a Castlevania-style action-platformer, w/Shinobi-type elements, using edited sprite-rips from Capcom fighting games. I have a ton of questions I could use your help with, for instance, how do I jump down from a platform, a'la Shinobi?

  • @Guernicaman Well I'm afraid I can't help you much with the jump down from platforms because in order to do that you would have to make a custom movement and not use the platform movement thing. Custom movements are more advanced. I don't know your skill level in mmf2 so I can't telll you wheather or not its too advanced for you, but I'm not much of an expert on custom movements so you might have to look somewhere else.

  • @jokeman248 Finnaly!! I have finded the cool tutorial of ai. Thank jesus

  • Does this work with multiple enemies then? Because I think I tried something like it once and it didn't work, all the enemies moved the same and detected the player at the same time.

  • @ThePhantomCorrector Yes it should work fine with multiple enemies. Try doing it exactly how I did and if you still have problems shoot me a message :)

  • @jokeman248 ok thnx.

  • hey nice tutorial. I am wondering, how do I make respawn? Like in a platformer if I wanted infinity enemies, or if in a rpg if the main character killed someone who offered a side quest they would appear somewhere else. Also, how could I make limited respawn, so if I jumped on someone the would die, but respawn again, but the next time i jumped on them, they won't respawn. Finally, how can I make it so when an enemy sees you he will follow you, but when he doesn't, he will move around. Thanks:)

  • @livinginatrain123 For spawning you could make it every couple seconds or so: create an enemy at the position of your choice or you could create it when all of the enemies have been destroyed or when you kill an enemy. To make it happen once just add a run this event once condition to it . or limit the condition to happen a certain amount of times. the limit conditions are under the computer icon when you insert a new condition. For the last thing just add a new movement and have one be a path

  • @livinginatrain123 and one static then do what I said in the video except add to it and make it so if the enemy sees him make it the static movement but if he doesnt then make it path movement These are good questions I'll try to make a vid on this so if u dont understand wat I sed just wait for the video :)

  • @jokeman248 i understand don't worry.

    But thanks :)

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