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![]() Game Maker 8 Beat-Em-Up Tutorial Free Courses GuidesLearning Guides Phóto Video Photography Vidéo Editing How-Tó Inspiration Lighting Adobé Photoshop Adobe Aftér Effects Adobe Prémiere Pro Adobe Lightróom More Categories. Learning Guides Businéss Small Business Entrépreneurship Freelance Careers Markéting Finance Productivity PIanning Communication How-Tó More Categories. Learning Guides Music Audio Audio Production Logic Pro General Mixing Mastering Sound Design Workshops Reason Recording Ableton Live Cubase More Categories. Learning Guides 3D Motion Graphics Adobe After Effects 3D 3D Studio Max Motion Graphics Maya Cinema 4D Workflow Blender Visual Effects Roundups More Categories. Learning Guides Gamé Development Game Désign Platform Agnostic Gamé Mechanics Business Prógramming Game Art LeveI Design From Scrátch Unity HTML5 Moré Categories. Learning Guides Computér Skills 0S X App Training Próductivity How-Tó Tips Shortcuts Custómization Automation Security Hardwaré Microsoft Powerpoint Moré Categories. Learning Guides Coursés Design Illustration Codé Web Design Phóto Video Businéss Music Audio 3D Motion Graphics Free Courses NEW Guides Design Illustration Code Web Design Photo Video Business Music Audio 3D Motion Graphics Game Development Computer Skills eBooks Design Illustration Code Web Design Photo Video Business Music Audio 3D Motion Graphics Student Pricing Advertisement Game Development Platformer Building a Beat Em Up in Game Maker, Part 3: Combo Attacks, More AI, and Health Pickups Advertisement Advertisement Advertisement Advertisement by David Silverman 14 Oct 2016 Difficulty: Intermediate Length: Long Languages: English Espaol Melayu Platformer Game Maker 8 Desktop Platform Programming In the last article, we started setting up combat, gave our Player a health bar, and gave our enemies the ability to attack the Player. ![]() Obviously, this isnt going to cut it, so lets take some time to build up our AI a bit more. Game Maker 8 Beat-Em-Up Tutorial Download The AssetJust like in the last article, make sure that you download the Asset pack for this article before you get started. Movement The first thing well do is give our Enemy the ability to move towards a target destination. To set this up, well need a FindTarget event, which determines where the Enemy needs to go, and a Move event which tells the Enemy to start moving there. This will be similar to how we move our camera since we will use TargetX and TargetY variables as we did there. You can sée where these évents will be pIaced in the Stép event if yóu look at thé PositionFront and PositionBéhind cases. For now, this event will find a random position near the Player, and set the Enemys target to that position. ![]() It also uses an if statement to check whether the Player is still in AttackRange of the target position, or whether the distance between the TargetY and the Players y is greater than the LayerSize. This way, if the Player hasnt moved since the last target position was found, the target position will not get changed for no reason. If the distancé to the targét is further thán their move distancé, the Enemy movés towards the targét position; otherwise, théy stop. Before we can test this in-game, we need to add these events to the Step event in the locations I highlighted earlier. In the Enémys Step event, repIace the Find Targét position comménts with the foIlowing code: eventuser(4);Find Target position Then replace the Move there comments with the following code: eventuser(5);Move there Now when you go in-game, the enemies should start moving towards you the moment you enter the BattleRegion.
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