How to: Metroid Zero Mission crawler enemies?

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  • Can anyone please advice me on how to set up block crawler enemies? The kind that go round and round on a platform.

    Like on this image(the ones below Samus): https://pocketmedia.ign.com/pocket/image/metroidzeromission_013004_2.jpg?fit=bounds&dpr=1&quality=75&width=640&height=480

    Thank you friends.

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  • I made a demo for another post, take a look:

    dropbox.com/s/g61j043mgr1pkkn/SimpleStickingMob_dop2000_fixed.capx

    Another option is to make a path for each enemy - say, with small invisible sprites. Move the enemy from one sprite to another. You can define several instance variables on these sprites to control the movement, say to change direction, turn or pause.

  • I made a demo for another post, take a look:

    https://www.dropbox.com/s/g61j043mgr1pkkn/SimpleStickingMob_dop2000_fixed.capx?dl=0

    Another option is to make a path for each enemy - say, with small invisible sprites. Move the enemy from one sprite to another. You can define several instance variables on these sprites to control the movement, say to change direction, turn or pause.

    Excellent demo. It runs very smooth. I took a peak at the code...I don't understand it very well but I will try to implement it.

    And the invisible sprites I can visualize exactly what you are saying. I can always give that a shot too.

    I really appreciate your response dop2000! Thank you for taking the time to answer.

  • Make the BlockPerimeter sprite visible, it will help to understand how the code works. When Enemy is overlapping 3 instances of BlockPerimeter, this means a corner where it needs to turn right. When it doesn't overlap any BlockPerimeter sprites, it's a corner to turn left.

    It's a pretty specific demo, because all sprites need to be places with pixel precision. So it will probably not suit your game, but it may give you some ideas.

  • Make the BlockPerimeter sprite visible, it will help to understand how the code works. When Enemy is overlapping 3 instances of BlockPerimeter, this means a corner where it needs to turn right. When it doesn't overlap any BlockPerimeter sprites, it's a corner to turn left.

    It's a pretty specific demo, because all sprites need to be places with pixel precision. So it will probably not suit your game, but it may give you some ideas.

    Interesting. I must study this. Thanks again dop2000.

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