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GAME MAKER 8 ENEMY AI GAME

16-09-2021 by admin

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. When they move left
the gun will face left as it should. When the player collides with the enemy
collision line on the right side, the enemy gun will point towards the player
properly. When the player is on the left side of the enemy and hits the
collision line, the enemy gun will sort of point towards the player but not
facing the right direction.

 * Game Maker 8 Enemy Ai Games
 * Game Maker 8 Enemy Ai Gameplay
 * Gamemaker Studio 2 Enemy Ai
 * 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...
 2.  R
     
     
     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...
 3.  S
     
     
     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...
 5.  T
     
     
     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...
      * Thread
      * Replies: 12
      * Forum: Programming

 9.  E
     
     
     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...
 11. F
     
     
     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

 12. T
     
     
     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...
 13. O
     
     
     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) {...
 16. R
     
     
     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.
 17. M
     
     
     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...

Click here to see this page in full context

Script assets are essentially a collection of one or more user defined functions
or variables that you write yourself as snippets of code in the Script Editor.
The functions you define in a script can resolve expressions, return values or
do anything else that the GameMaker Language permits, just like the built in
runtime functions.

Script functions should generally be used if you have a block of code that you
use in more than one place or object, or when you want a block of code to be
used across multiple objects in a modular fashion. Using scripts to define
functions means that you can change the function just once when required and the
change will be 'picked up' by every object that has a call to the function.

Scripts can also be very handy from an organizational point of view, as they
permit you to create groups of functions that belong to a certain category - for
example, you might have several functions all related to collisions between
instances in your game, so you would create a 'Collision_Functions' script and
store all these functions together in it.


CREATING FUNCTIONS

When creating a script with functions in it, the functions must be created using
the following formats:

function <name>( <parameter1>, <parameter2>, etc... )
{
<statement1>;
<statement1>;
...
}

or:

<name> = function( <parameter1>, <parameter2>, etc... )
{
<statement1>;
<statement1>;
...
}

In general, however, you would use the first form for script functions as it
will define the function as specifically being a script function, meaning that
it will be global in scope, be assigned a script index, and not require the
global prefix to identify it since the compiler will recognise it as a script
function. Using the second form will instead be generating a global scope method
variable, and as such it will not be recognised as a script function by the IDE
and will require the use of the global prefix when being referenced in your
code.

NOTE: You can check this by using both forms in a script and then calling the
runtime function typeof() on each of them. One will be classed as a 'number' -
since it returns a script index ID - and the other will be classed as a
'method'.


ARGUMENTS

You can define your own parameters/arguments for the function, which will be
available to the function as local variables and can be used in any manner:

function move(spd, dir)
{
speed = spd;
direction = dir;
}


GAME MAKER 8 ENEMY AI GAMES

This function takes two arguments and applies their values to the instance's
speed and direction variables. It can now be called like any runtime function
and arguments can be passed into it:

var _mouse_dir = point_direction(x, y, mouse_x, mouse_y);
move(4, _mouse_dir);

Note that if an argument is not given to a function, its value will be
undefined. You can use this to define optional arguments, and check whether an
argument is passed in or not by checking if it is equal to undefined. However,
you can also define a default value for an argument which will be used instead
of undefined when it is not passed in.

You can assign such a default value to a parameter using the equal (=) sign,
making it an optional variable:

function move(spd, dir = 90)
{
speed = spd;
direction = dir;
}

If the dir argument is not passed in when calling the above function, then its
value will default to 90, moving the instance in an upward direction.

The default value of an optional variable can be an expression, so for example,
you can use variables and call functions while defining an optional variable.
Note that such an expression will only be executed if its optional argument is
not provided in the function call. See the following example of a logging
function:

function log(text = 'Log', object = object_index, time =
date_datetime_string(date_current_datetime()))
{
var _string = '[' + string(time) + '] ';
_string += object_get_name(object) + ': ';
_string += text;
show_debug_message(_string);
}

This function takes three arguments, where the first argument defaults to a
string constant, the second argument defaults to an instance variable (in the
scope of the calling instance) and the third argument defaults to an expression
calling a function to retrieve the current date and time. This function can now
be called with up to three arguments, as seen in the following example:

log();
// Prints: [09-Jun-21 12:34:37 PM] Object1: Log
log('Player Shot', obj_player, 10);
// Prints: [10] obj_player: Player Shot


JSDOC

We also recommend that you add comments to define the properties of the function
(see the section on JSDoc Comments for more details), such that a simple script
would look like this:

/// @function log(message);
/// @param {string} message The message to show
/// @description Show a message whenever the function is called.
function log(message)
{
show_debug_message(message);
}

Additional functions for the script can be added using the same format as shown
above, one after the other within the script asset.


RETURN VALUE

Functions in scripts can also return a value, just as runtime functions can, and
as such they can be used in expressions. For this you would use the return
statement:

return <expression>

It should be noted that the execution of the function ends at the return
statement, meaning that any code which comes after return has been called will
not be run. Here is a short example function from a function called 'sqr_calc'
which calculates the square of whatever value is passed to it, and in case the
given value is not a real number, it uses return to end the function early so
the actual calculation never runs:

/// @function sqr_calc(val);
/// @param {real} val The value to calculate the square of
/// @description Calculate the square of the given value
function sqr_calc(val)
{
if !is_real(val)
{
return 0;
}
return (val * val);
}

Note that if you create a script function with no return value then in your code
check for one, you will get the value undefined by default.

To call a script function from within a piece of code, just use it the same way
as when calling any runtime function - that is, write the function name with the
parameter values in parentheses. So, the above script would be called like this:

if keyboard_check_pressed(vk_enter)
{
val = scr_sqr(amount);
}

NOTE: When using your own functions from scripts in the code editor, you can
press or click the middle mouse button on the function name to open the script
that contains it for editing directly.


SCRIPT NAMES VS. FUNCTION NAMES

It is important to understand that script names are independent of the functions
that they contain, so you can name your scripts in a more 'common sense' way,
ie: all your AI functions could go in a script 'Enemy_AI' (following the
standard asset naming conventions of alpha-numeric characters and the under-bar
'_' only). However, you can still call scripts in your game - and you can name
scripts the same as a function that you define in them - which can give rise to
a issues due to the way that GameMaker Studio 2 stores asset references. To give
an example consider this code, called from an instance:

function indirectCall(func, arg)
{
func(arg);
}
indirectCall(myscript, arg);

The above code is attempting to call a script called 'myscript' within a method,
which in this case will fail. This is because the in-line function is actually
using the index for the script asset and not actually calling the script - eg:
if the script index resolves to '4', essentially the function is calling
4(arg);, which makes no sense. The code should instead be structured in one of
the following two ways:

function indirectCall(func, arg)
{
func(arg);
}
indirectCall(method(undefined, myscript), arg);
// OR
function indirectCall(func, arg)
{
script_execute(func, arg);
}
indirectCall(myscript, arg);

This is important to note, especially when working with legacy projects where
scripts contain one single function, and the function is named the same as the
script. However, you really should never do this, and your scripts should be
named independently of the functions they contain.


SCRIPT SCOPE

This leads us to the final and most important thing to know about scripts and
the functions they contain: scripts are parsed on a global level and will be
compiled at the very start of the game. This means that technically all
functions in a script are 'unbound' method variables, and any variables declared
outside of a function in the script will be considered global variables. For
example, consider this script:

function Foo()
{
// Do something
}
blah = 10;
function Bar()
{
// Do something else
}

In the above case, not only have we defined the functions Foo and Bar but also
the variable blah and all of them are considered to have been created in the
global scope. The functions don't need the global keyword to be recognized as
the compiler understands that these functions are part of the script, but if you
wanted to access blah then you would need to do:

val = global.blah;

That said, we recommend that you always explicitly type global variables when
creating them in scripts to prevent any issues later. Scripts are also an ideal
place to define any Macros or Enums (constants), as adding them to a script
outside of a function also means that they will be created for use before the
game code actually starts running. Below is an example of a script that is
creating different global scope values for a game:

/// Initialise All Global Scope Values And Constants
global.player_score = 0;
global.player_hp = 100;
global.pause = false;
global.music = true;
global.sound = true;
enum rainbowcolors
{
red,
orange,
yellow,
green,
blue,
indigo,
violet
}
#macro weapon_num 3
#macro weapon_gun 0
#macro weapon_bomb 1
#macro weapon_knife 2

Note how all these constants are set up outside of any function call, meaning
they will be initialised before everything else and at a global scope. This
means that if you want to use a script to initialise variables on an instance
scope then you must wrap them in a function, for example:

/// @function init_enemy();
/// @description Initialise enemy instance vars
function init_enemy()
{
hp = 100;
dmg = 5;
mana = 50;
}

So, scripts can be used to generate macros, enums and global variables before
the game starts so they are ready for use at any time, and they can also be used
to create 'unbound' methods (user-defined functions) that can be used in your
game like GML runtime functions.


GAME MAKER 8 ENEMY AI GAMEPLAY

One final thing to note about script functions is that if you are developing for
Web (ie: targeting HTML5), then there is an additional function protocol that
you can use when adding functions to scripts, which is to prefix a function name
with gmcallback_, for example:


GAMEMAKER STUDIO 2 ENEMY AI

gmcallback_create_button

Using the above function name would mean that the function
gmcallback_create_button() will not be obfuscated and so can be used in
JavaScript extensions and other areas of your game, for example, when using the
clickable_* functions.


STATIC VARIABLES

Functions can also make use of static variables, which maintain their values
throughout every function call. Please read this page for more information.


GAME MAKER 8 ENEMY AI GAME

© COPYRIGHT YOYO GAMES LTD. 2021 ALL RIGHTS RESERVED






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