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- 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>
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-
- 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
-