Game Maker 8 Enemy Ai Game

  1. Top Down GML and DnD Tutorial Series inspired by Gauntlet

    GM Version: GMS2Target Platform: ALLDownload: N/ALinks: N/ASummary:This is the GML start for a dual GML and DnD top down tutorial series, where we make a Gauntlet like game. The player will shoot enemies with his bow, and even throw bombs to destroy them. The enemies will have path...
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    GMS 2.3+Enemy AI

    Hi everyone I am trying to get my enemies to show an alert pop like metal gear solid. My main issue is that the alarm that I am using is never actually starting because its in the step event and keeps on looping. I've tried to look it up something like that.here is some of the code///Stepif...
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    Enemy AI in 2D Platformer

    Hello everyone! Newbie here.So I'm developing a single-screen 2D platformer (think Balloon Fight on NES) and I'm trying to program flying enemies to chase the player around the screen. I've tried a couple of different options, but nothing's working quite right. So I erased any new code and...
    • Thread
    • Replies: 5
    • Forum: Programming
  4. GMS 2.3+Let's Make Some Enemies

    GM Version: 2.3.1Target Platform: AllDownload: Github RepoLinks: YouTube PlaylistSummary:A GML tutorial series on (you guessed it) making some enemies (in code, not real life). In the introduction video I go over the general series idea as well as some basic project set up. And tutorials...
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    GMLAlly and ememy AI

    I have some code below for a simple ally Ai. However I am not sure how to have the ally drone skip the top code if there are no enemies nearby. If I use if(!instance_exists(obj_Player)) exit; then the ally will just float off brain dead. Very new to coding and not sure what to do here...
  6. GML(SOLVED)Flying/Hovering Enemy A.I. Motion Planning (Like in Super Create Box)

    Hi!I want to build a flying enemy motion planning for a side view game (Super Crate Box clone for learning purpose). I've tried using a simple motion planning line to achieve it. But the issue is, mp is creating the shortest path to the target, so it doesn't give the effect of flying/hovering...
  7. Team Request[Help Wanted] Searching for team members for Golgotha, a Gothic Metroidvania

    What I need:Enemy DesignerShader CoderProject: Metroidvania platformer with Gothic and horror elements.Qualities:Enemy Designer: Can use 2.3's new sequence feature and can help with coming up with enemy design and behavior fitting of said Gothic/horror setting.Shader Coder: Able to...
  8. GMS 2[Please Help] Enemy pathfinding problems :(

    Hi, GameMaker Community.I'm making a top down game, but the enemies that are supposed to follow the player, sometimes run into walls and obstacles.I've temporarily fixed this by doing the following:// If player is near Enemy object thentarget_x - is player postition xtarget_y - is player...
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    • Replies: 12
    • Forum: Programming
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    Suggestions for leveling up/incrementing enemy behavior.

    Hello all!Just wondering if anyone can provide a simple way to increase enemy behavior variables, as levels increase, to make them more difficult to defeat; as in speed, different more dangerous attacks, enabling special moves, etc. I'm currently working on a shooter, like Demon Attack, or...
  10. General Enemy Design

    I'm working on a basic, top-down 2D shooter and I need a movement system that is hopefully smarter than a bag of nails. The main things I want it to interact with are obj_player, obj_wall, and obj_enemy. I have wanted to do something that would trace the room it is in and know if the player is...
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    How do i achieve 'slippery movement' / difference between two directions

    So i want to create an enemy AI that charges tword a player but has like a simulated friction/delay. kinda like as if it were running on ice, so it starts still and builds up speed in your direction to try and ram you. But if you dodge him he shouldnt continue moving tword you but in the...
    • Thread
    • Replies: 11
    • Forum: Programming
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    Issue with enemies getting stuck in ground

    Working on a simple 2d platformer, with a mechanic where enemies can be grappled. So far all going well, though I made it so that if while the player is grappling an enemy and they take a hit from another enemy, they're supposed to be knocked back and release the enemy. With how this currently...
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    Player to Object Collision Issue pt.2

    Hello Im looking for help on a player to object issue. I am currently testing the player to enemy collision and each time I run the game the enemy Character collision box does not register and instead ignores collisions and runs right on top of the player. I do not know what the problem is as I...
  14. GMS 2Segmented enemy

    GM Version: GMS2Target Platform: AllSummary:This video tutorial shows you how to make 2 types of segmented enemy in gamemaker studio 2.What are these types? Well, they are like those iconic enemies that you see in a good old mario game. One where the segments are flying after each other and...
  15. GMLEnemy/Companion Obstacle Maneuvering Without Paths?

    So with my enemies/companions in the game I'm making (3/4 top down), I'm trying to figure out how to have them maneuver around around walls without paths when one is between the object and the player.The code i have now is:if !collision_line(x,y,player.x,player.y,obj_wall,false,false) {...
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    Grid Enemy movement

    How would I make my enemy follow the player once the player is in a certain range but make the enemy move on a 16x16 grid. I already know how to make it so the enemy will move towards the player but I want the enemy to move in a grid style to the player.
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    Enemy Pathfinding(mp_grid) / State Machine Problems

    Hello everyone,I know this question asked many times before and yes I checked old posts and tried different solutions and approaches as much as I could but I'm still learning :/ (I started to GMS 4 months ago, pretty new).I will try to explain my problem.I'm trying to make a topdown shooter...
  18. GMS 2enemy move toward player (GMS2)

    Hi everyone! I need help. I want the enemy to move toward the player if the player shoots within a certain range. At first, all my code was working and the enemy moved toward the player but then all of a sudden it stopped working and the enemy didn't move.//if player shootswith (oEnemy){...
  19. enemies overlapping? (GMS2) (SOLVED)

    Hi all. I have an issue in my top down game where enemies move toward the player. When there is more than one enemy, the enemies overlap and look like one. Here is my code://Enemy Creategrid = mp_grid_create(0, 0, room_width / 32, room_height /32, 32, 32);mp_grid_add_instances(grid, oWall...
  20. GMS 2Enemy pathfinding

    Hi! In my top down game my enemies use a grid system to follow the player and avoid objects. However, while my enemy is chasing the player the way the enemy is facing is very choppy (it glitches between 2-3 different angles). How can I make it so that the enemy smoothly looks toward the...

Possible improvements with 8 extra weeks

In my top down game my enemies use a grid system to follow the player and avoid objects. However, while my enemy is chasing the player the way the enemy is facing is very choppy (it glitches between 2-3 different angles). How can I make it so that the enemy smoothly looks toward the. This way the BattleRegion won’t be visible in-game. Beating up on defenseless enemies is fun, but our game needs more than glorified punching bags to be interesting. At the very least, we should give them the ability to hit us back. For our AI, we’re going to use another Finite State Machine. We implemented an enemy AI with pathfinding. The enemy comes with a pathfinder component for chasing player or traveling to a random destination. The enemy changes between walk and rest states based on fixed time schedule. The player detection runs with highest priority, and will change the enemy state to attack when the player is in.

Game Maker 8 Enemy Ai Gameplay

A more 'engine-like' design:

The current build is still more 'game-like' instead of 'engine-like'. But, most of the game is coded as we are using an engine, which makes the update a easier task. For example, all sprite loading and resource configurations are written in Config.hpp, with strict formats. Also, all the game objects, including player and enemy, can be easily updated with new sprites, attributes and behaviors (like collider). (2 week)

Add A better GUI system, the engine could looked more like an application build that support a relatively complete development work. This could support managing game objects as in a file system, managing resources like sprite and configuring tile palette. (2 week)

More script supporting:

Create more possibilities for other users to write all kinds of scripts changing the game state. For example, be able to specify game ending by writing purely in scripts. (2 weeks)

Support game progress editing:

Allow player to control the engine behavior, like switching between scenes, to support game start/end coding.(1 week)

Support more text and image editing:

Gamemaker Enemy Ai

Maker

Game Maker 8 Enemy Ai Gamer

So that users could drop more textx/images and even buttons to create their own menus. (1 week)