Article View: rec.games.programmer
Article #1663Re: GAME.MAKER
From: Andy Stone
Date: Fri, 20 Nov 1992 18:29
Date: Fri, 20 Nov 1992 18:29
21 lines
1812 bytes
1812 bytes
1. We did not want to define a "mini-language" -- becuase then you would need to
understand AI programming techniques. What you can do, though, is define an
attack movement pattern relative to the player. This pattern will "kick in"
whenever the monster is on the same screen as the player. What I mean by
"relative to the player" is that the player will always be in the center of
the monster's movement area. If the character moves, the monster will follow.
Thus, a you can assure that a monster either "hits" or always avoids a character.
Using this, and Game-Maker's monster-speed changing capabilities, you can create
hovering birds which "dive" to harass the character, etc.
2. What other movement features/language would you like? Please
reply to me personally, since the answers are not really generic, enough to
go into rec.games.programmer (of course, if you think that they are, go ahead.
A discussion of monster movement AI techniques would be interesting...)
--
| Andy Stone |
stonea@minerva.cis.yale.edu
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Path: arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!saimiri.primate.wisc.edu!caen!sol.ctr.columbia.edu!The-Star.honeywell.com!umn.edu!umeecs!yale!not-for-mail From: stone-andy@cs.yale.edu (Andy Stone) Newsgroups: rec.games.programmer Subject: Re: GAME.MAKER Date: 20 Nov 1992 13:29:48 -0500 Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158 Lines: 21 Distribution: rec Message-ID: <1ejaqsINN29u@HARE.ZOO.CS.YALE.EDU> References: <SPURCELL.92Nov18001251@galadriel.mcd.intel.com> <1ef2ddINNe18@TIGER.ZOO.CS.YALE.EDU> <Bxz3qJ.EBM@acsu.buffalo.edu> <dmatiske-191192161314@archmacconsultant.architecture.lab.nd.edu> NNTP-Posting-Host: hare.zoo.cs.yale.edu