Zelda Style Enemy Patrol

  • I would like to ask your help how to make enemy patrol on random positions like Zelda game, there a concept pic what im talking about:

    <img src="http://i.imgur.com/yHFdF.png" border="0" />

    I tried to make one, but it's unstable and unplayable i managed to put random expression it goes wrong...

    Would you help me?

  • Basically, a random grid based movement?

    Sorry, haven't played Zelda in a while, not sure exactly what you're asking.

  • Basically, a random grid based movement?

    Sorry, haven't played Zelda in a while, not sure exactly what you're asking.

    Grid based movement is not required, just simple 8 or 4 dir movement.

    You can see these pics if you remember:

    <img src="http://mnrukat.files.wordpress.com/2008/09/zeldaages_2.jpg" border="0" />

    <img src="http://www.nintenderos.com/wp-content/uploads/2011/12/the-legend-of-zelda-nes.jpg" border="0" />

  • Just clever use of waypoints, triggers etc. Can be tricky, specially in more complex maps. Of course that's not the only way.

  • Just clever use of waypoints, triggers etc. Can be tricky, specially in more complex maps. Of course that's not the only way.

    I've done this before, well i couldn't make a correct random waypoints

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  • just tried something for fun gridPatroling.capx

  • just tried something for fun http://dl.dropbox.com/u/23551572/C2/gridPatroling.capx

    Nice one! that's a lot of events

    It makes me wonder how to stop moving enemies for some seconds according my concept pic, i tried to put "Wait X Seconds" to some events what happen to detect the collision, it stopped every enemies and cant continue moving. How i should to do?

  • Bump, i would like to know it's possible to make an AI enemy may randomly chooses the different waypoints with horizontal and vertical (no diagonal)

  • Hey Man, can't you use 2 local variables to work for you?

    (I'm also working on some Zelda style game, haven't tried this yet though)

    One variable we call "Time" and the other "Direction".

    You just remove X*dt from "Time" every second and when it hits 0 you call a event that sets "Direction" to random.

    Then you determine the AI direction by the number you get with a event:

    If 0 go UP / If 1 go DOWN... ETC!

    Set "Time" to a something above 0 again. (perhaps a Random number for variety?).. and repeat!

    Just an idea I just had.. I will also try it out!

  • You probably found some solution already ^^

  • I already found a solution by myself, the idea is use bullet behavior while using angle of motion on random way.

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