Enemy Behavior

TosanuTosanu Member, PRO Posts: 388

I am trying to make an enemy that clings to and follows walls, like the Zoomers in Metroid. Will I have to set up a waypoint system for each of them or is there a way to have them detect and follow wall surfaces?

Comments

  • SmokeyAce73SmokeyAce73 EarthMember Posts: 370

    Is it a platformer or an endless runner your making, I would suggest doing the following if your creating a platformer:

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  • TosanuTosanu Member, PRO Posts: 388

    Ok, so thats back and forth. How do i get them to turn corners and go up walls? (note, my hope here is to make this modular so that I can drop them into levels with simple enough editing or attributes rathre than carefully adjusting each one.)

  • SmokeyAce73SmokeyAce73 EarthMember Posts: 370

    Hmmmm yeah I see what you mean, To be 100% honest I'm unsure, you can create point on where you want to patrol to go but that still the same issue, I'll have a little play around tonight to see if I can do it

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  • TosanuTosanu Member, PRO Posts: 388

    Because I'm using a table to construct the level (system issues and i find it faster) spawning a lot of waypoints is pretty tricky. the option will work, though, but I'll try some other things first

  • SmokeyAce73SmokeyAce73 EarthMember Posts: 370

    Sure thing, as I said I'll have a little play and see what I can do

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  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    You could do something like this waypoint tutorial. Just 'fake' it so they seem to cling to the walls like when I send them up the ladder in the tutorial.

  • TosanuTosanu Member, PRO Posts: 388

    That will definitely work and be the option i take if no other pans out. Its just very fiddly on a spawning geography like ive created.

  • TosanuTosanu Member, PRO Posts: 388

    Just doublechecking to see if anyone knew another method to do this sort of pathing trick.

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