Does anyone have an example of Goof Troop's enemy AI?

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  • Hi everyone!

    I'm developing an eight-direction game and I'm trying to implement (unsuccessfully) the AI ​​of the common enemies from the game Goof Troop into my game.

    I tried using Line of Sight, Pathfinding and Timer, following examples from Construct itself, still without success. :(

    Can anybody help me?

    Thank you for your continued attention and collaboration.

  • Hi.

    Can you describe in words the algorithm of the enemy's behavior? Or we need to find this game on youtube to study the enemy carefully to help you.

  • Hi.

    Can you describe in words the algorithm of the enemy's behavior? Or we need to find this game on youtube to study the enemy carefully to help you.

    Hi! Below is a screenshot of the AI ​​programming of the common enemy in my game. Thanks! :D

    And below, a Goof Troop video:

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  • R0J0hound Sorry to bother you, but can you help me with this doubt? ^^

  • logic would probably be along the lines of :

    every 0.5 seconds
    -- enemy has los to player
    -- -- enemy: find path to player
    -- -- enemy: set mode to "seek"
    -- [X] enemy has los to player
    -- -- enemy: stop following path
    -- -- enemy: set mode to choose("walk", "stand", "turn")
    
    enemy: mode = "walk"
    -- enemy: move forward
    
    enemy: mode = "turn"
    -- enemy: rotate choose(-90,90) degrees clockwise
    -- enemy: set mode to "walk"
    
    enemy: on path found
    -- enemy: follow path

    Or something like that.

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