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#1
enemy movement properties
Archive: 4 posts
One thing i find to be very limiting to ones ability to create enemies is the fact that an enemy's movement properties are reliant on the leg/wheel creature pieces and not the brain. this restricts the player to creating solely ground based enemies with horizantal movement patterns. idealy, mm should add in the ability to specify weather a creature reacts to player movement and location on an x, y, z (layers) axis, as well as any combination of the 3. in addition, it would be helpfull to add an option for a creature to simply rotate in place to constantly face the player. i do realize many of the above statements are quite possible to create without any update from mm. however, they would require much more work and processing power than a couple of simple if-then statements. for example, if you wanted to make, say, a phanto from super mario, or a rotating turret that automatically aims at the player, the complexity of your final creature in this build of lbp would not only spike up your thermometer, it would take forever to create. so yeah: multi-axis enemy parameters, a rotate-follow option, and creature brain controlled movement. not to hard to program, but very beneficial. | 2009-07-26 06:18:00 Author: brb_gymnastics Posts: 32 |
You can use the spotlight tool (if you have the MGS Pack), in conjunction with a spinning enemy to create the same effect you want. The enemy won't specifically follow the movements of the player, but you can easily make it stop or slow down when it "sees" the player. Also, I've seen very, very low thermometer usage implementations of player tracking. Some of them take up less than a bar or two and they still work fine. | 2009-07-26 12:35:00 Author: BSprague Posts: 2325 |
I think you're describing something similar to what I've been wanting which is an invisible rail that controls the movement of an object. It would be a bit like a piston or string type tool I guess, but you could draw in the pattern of movement and attach objects to some kind of bolt that moves along the rail. | 2009-07-27 04:30:00 Author: Reef1978 Posts: 527 |
you can actually make flying rotating enemies quite easily with just a few player trackers. Granted this limits their movements greatly to make a full fledged flying monster that follows you everywhere and aims at you would take a maximum of 30 minutes Thermo might take a hit with a lot of them but even that can be alleviated easily | 2009-07-27 09:54:00 Author: Waldo Posts: 108 |
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