Any pathfinding? Or does the enemy just take the shortest route to the player, ignoring any obstacles? Because you can totally steal code from aVoid if it's the latter.Well, i think i'll need the one with pathfinding, but the real problem is that i used Picy3's enemy AI and when i'm bumping into a wall, the enemy thinks i'm moving away from it, so it goes away from me, even through i'm not actually moving... So i guess i need the first one
Halloween / Horror Programming Contest 2017
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haloopdyCreated:
I just need an enemy following the player (btw the player moves with BGOFS)Any pathfinding? Or does the enemy just take the shortest route to the player, ignoring any obstacles? Because you can totally steal code from aVoid if it's the latter.
Not gonna lie, that looks brutal dude. Keep it up!Thanks, will do!
Well, i think i'll need the one with pathfinding, but the real problem is that i used Picy3's enemy AI and when i'm bumping into a wall, the enemy thinks i'm moving away from it, so it goes away from me, even through i'm not actually moving... So i guess i need the first oneThere are plenty of pathfinding algorithms out there, but they might use up too much of your remaining time translating them to smileBasic. A faster option would be to change the enemies behavior when it gets stuck. Maybe it teleports to another spot on the map? Or maybe it can break walls. Maybe it can crawl through walls, but doing so slows it down considerably.
Yeah... But even through that i need a key or at least a code that will tell me at least the basic enemy AI (chasing), because i can't find any tutorial on SBS and i tried watching Petit Professor's videos but my game's code is based on something a little bit else and i don't really want to rebuild my code.
Yeah... But even through that i need a key or at least a code that will tell me at least the basic enemy AI (chasing), because i can't find any tutorial on SBS and i tried watching Petit Professor's videos but my game's code is based on something a little bit else and i don't really want to rebuild my code.I suppose it depends on how movement works in your game. In aVoid, I calculated the Angle between the predator and prey, then moved the predator a fixed Distance in that direction. Repeat every frame, and you have basic AI that beelines for the player. (I hope you like trigonometry!)
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I suppose it depends on how movement works in your game. In aVoid, I calculated the Angle between the predator and prey, then moved the predator a fixed Distance in that direction. Repeat every frame, and you have basic AI that beelines for the player. (I hope you like trigonometry!)Yeah, i'll try it somehow. Thanks
Yeah, i'll try it somehow. ThanksFound my formulae if you need them:
DISTANCE = SQR(POW(Y2 - Y1, 2) - POW(X2 - X1, 2)) ANGLE = ATAN(Y2 - Y1, X2 - X1)
A small part of the game I'm making but who thinks what. How's it look. What's it need? What do I need to do? Or is it just fine.I'm digging it. Are you using the Graphic or Console layer for your dialogue?
the text is just text (using the texttalk function) but the boxes are gboxesYeah, i'll try it somehow. ThanksFound my formulae if you need them:DISTANCE = SQR(POW(Y2 - Y1, 2) - POW(X2 - X1, 2)) ANGLE = ATAN(Y2 - Y1, X2 - X1)A small part of the game I'm making but who thinks what. How's it look. What's it need? What do I need to do? Or is it just fine.I'm digging it. Are you using the Graphic or Console layer for your dialogue?
Map finally works!
That's true but no contest means no prize. Well I guess I can take my time developing it again, instead of being in a time crunch.I have been working on a program over a long period of time and am just about finished. It has never been uploaded before. Is it able to be entered into this contest?If you started before the contest started, no, I'm sorry. We're more than happy to take it as a regular submission though!