slexiφixels

where slixels are Plexi

case 7

In this case you are to create one or more characters that are supposed to ‘find’ your hero/main character. The new character(s) should be ‘intelligent’ and always move toward the main character, with the correct animations. There should also be some kind of visible reaction when it collides with the main character, be it an animation, a message across screen, removal of one of the characters, etc. Use your imagination. The main thing is that it should move by its own accord.

I thought this case would be one of the easiest when it came to programming. All I had to do was to follow the programming code from case 3. Turned out things wouldn’t be that easy. Now, four weeks later, I’m still struggling with the code for the enemy.

My idea was to have an ‘aggro range’ which would make the enemy react to and follow the main character when it was within 200 pixels or so. Of course the enemy would have to be slightly slower than the Ghost so it could be outrun, which would make it return to a patrolling state.

Unless I get some help, and quick, I don’t think I’ll be able to do anything with the enemy issues I’m having, which are mainly that the whole game crashes the moment the enemy actually touches anything in the game-world. I might just have to make the clock the enemy unless I figure it out, either alone or with some clever head next to me.

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November 28, 2009 - Posted by | Animation & Interactivity I | , , , ,

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