Also forgot to include this in the tutorial. If you want to remove those boxes on the enemy and character, go into all the location sensors and turn off visible. Hopefully everyone found this video helpful! This came from plasmatree123: if the enemy is running away from you try these fixs -swap your location sencers x and z postions -make sure your enemys frame of reference is set to "world" same with the "location sencers" - getting rid of the map nodons "i would try this first it worked for me hope this helped
I found it helpful and gave it a like! I was wondering what I need to remove in this example if I were to be making a 2d game. Even if you don't answer thank you for making this anyways!
@@bunkfoss50yearsago53 for 2D games I don't think the X axis would be necessary since the game would be strictly in Z, but I could be wrong since I haven't tested it out. I would remove the X axis and try just having the Z axis. Thank you for the like also! :)
This is an insanely helpful tutorial. You made this super easy. Now I'm going to try adding some more sensors, like from the racing tutorial, and see if I can get enemies to navigate a maze while trying to kill me. You saved me loads of time. I'm definitely subscribing.
due to bad wifi the video lags but it is perfect so i can follow without tapping the screen constantly to follow because i work kinda slow! good tutorial!
Oh I'm sorry that the video is lagging for you, but I guess it works out for you in the end lol. Thank you for the kind words, I'm glad you enjoyed it!
I know this might be kinda late but I know. First take the absolute values of each location difference and add them together. Then divide both of the original location differences by this value. This worked for me. If you have any questions ask.
@@Oribloop i have done that and everything in the video but it doesnt work it runs round in circles too I have got a yeti with the person so i dont know if that will change anything
Something weird is going on with my in game camera… so I followed the tutorial step by step and which ever direction my camera is pointed in.. the enemies will go in that direction
Try some of these fixes: -swap your location sencers x and z postions -make sure your enemys frame of reference is set to "world" same with the "location sencers" - getting rid of the map nodons "i would try this first it worked for me hope this helped
Oh very glad I could help at such good timing! Don't forget if you wanna slow down the enemy in this case Slender man turn the walking speed down for the player, hope that helps!
im having a problem with the bots running away from me instead of targeting me. idk what to do, I followed the tutorial perfectly with no luck, Is there a reason why this doesn't work?
@@Oribloop hey just so you know I tried all of that and it still didn't work for me. but I recently watched a new video recently that fixed the problem. you don't need the map nodons they do nothing but confuse the ai. I'm not sure why your version is different from mine. but thank you anyways for trying to help it shows that you care!
@@plasmatree3132 well the map nodons serve a purpose more for adding on to the original program. Specifically for the Y axis. I was planning on making a tutorial for Enemy AI part two which explains how to make the enemy jump by itself and do other mechanics. But I'm glad you were able to figure it out!
Thank you, yes I try to be straightforward as possible! Also, yes I am going to make a part 2 to the enemy A.I. and change some things and your suggestion is a part of it this change! :)
@@Oribloop Awesome! I have two monsters so it would be nice if I could get far enough away from them in my environment for then to not chase me. These basic shapes I slapped together (using connection knowledge I got from your first person UI video) can be weirdly scary ngl
The explanation is very good, although I would like to know if you can create an i.a which works by movement patterns, and if at the moment in which the player approaches the enemy the enemy changes its pattern and begins to follow the player
This would be complicated but very possible. It would require some random component to change its movement based on the players distance. I think the way you could do this is once a player reaches a specific distance you can then have the enemy somehow change its position relative to the player (i.e. changing its pattern as an enemy). I would definitely have to play around with this to make it work, but I think it totally could! :D
SUPER GBG ODYSSEY FEATURES ● The Club Will Start! Person Has Many Abilities With His Movesets And Sprites. Lots Of Persons Know Where The The Skyship Will Lead To, But The Secret Turnips Have Been Scattered Across The Skyship. Whenever Person Leads To A World, His Partner, Car, Can Charge Into Bricks To Slam Down Into The Ground. ● Person's Abilities! Person's Abilities Are... 1. Float 2. Wall Jump 3. Punch 4. Flashlight Person Can Use These Abilities To Face Enemys And Climb Onto Walls. ● Boss Battles! Furious Fluffball Is A Boss Battle Who Shoots Lightning Balls At The Player. He Was In Most Person Games, Like Pink Person's Journey. ● Powerups! Float Apple: You Can Use It To Float. Wall Jump Apple: You Can Use It To Wall Jump. Punch Apple: You Can Use It To Punch Flashlight Apple: You Can Use It To See In The Dark. ● You Can Join The DLC Now! The Annicapsary DLC Is Now Available! What It Features: New Abilities New Enemys New Bosses New Powerups New Mode: Chargebat Challenge New Mode: Glossary New Mode: Minigames New Mode: Camera New Mode: Gallery New Mode: Play Running Person (Game Builder Garage Game)
SUPER GBG OYDESSY ENEMYS Ailen (Lives In The Grassland) Fluffball (Lives In The Forest) Fish (Lives In The Water) Tuna (Lives In The Water) Cloud (Lives In The Sky) Floating Ball (Lives In The Sky) Golf Ball (Lives In The Desert, Grassland, Forest, Water, Sky, Jungle, And Castle) Cactus (Lives In The Desert) Furious Fluffball (Final Battle) (Lives On The Moon) (Lives In His Castle)
For enemies with complex AI and animations that take up a lot of nodons, would it be possible to teleport enemies to another part of the level when you defeat them? That way you can have a lot more in your level without wasting valuable nodons.
Yes! This will totally work and is the best way, I did it this way just to showcase what a mechanic like this could be applied to. In my RPG series I do this exact teleport method that you speak of, thank you for mentioning this!
@@Oribloop Perfect! I tried it earlier and it works just fine. It's not ideal for all types of games, but it's certainly the best option if you want to save nodons. Thanks again for the video.
@@Oribloop After some time creating a game I've come to realization that even with teleporters it is still very limited due to the limited number of teleporters. However, I came up with another wacky idea that is not the most ideal, but would allow for way more enemy spawn points. You put the teleport exit on your own character, and touch sensors throughout the level would spawn enemies right in front of you without using up a teleporter. I haven't tried this yet so I don't know if it will exactly work or if there are other limitations I'm not considering, but I'm pretty sure it will work. But even so, the level itself, especially a 3D one, takes up too many nodons on top of the enemy AI and your character's complex moveset. So I'm thinking for next time I'm just going to make the game an arena, and all the enemies just spawn there. Leaving the majority of your nodons for enemy AI, animations, core mechanics, etc.
@@Madchimpz Hmm actually haven't thought of them spawning right in front of the player. It would definitely work though, might have to try that out sometime. Thank you for the idea!
@@Oribloop Just worked on it today. I'm really happy to say it works like a charm! Just need to make sure the touch sensors are in a spot where your character won't spawn them inside a wall and potentially get them stuck, but so far it's working great and the walls don't consume them. You can add a puff of smoke on the enemy when they appear, increasing the z axis on the teleport exit spawns them a nice distance away, and you can add some launch power if necessary. It's definitely the best way to spawn enemies in terms of quantity in several areas throughout a level.
For the longest time this was working out just fine, but I noticed when I pass the enemy they start to glitch and just walk very far in the opposite direction. Sometimes they make a very wide u-turn, sometimes they just don't return and walk off the level. Is there any way to make them more reliable? :(
Do you know how you could make a double jump and plattforms that you can drop through? I made plattforms that teleport away when you stand on them and press down at the same time (it's 2d) but it limits you to four plattforms and I think it's too many calculations so they don't work a lot of the time and are horrible to look at because there are 6 Things on a really small space.
Does your AI randomly take off running in a large circle and come back? I built mine the exact same way as yours. Also, you can eliminate 4 nodons if you just hard wire the the connections.
Well if you eliminate the wormholes you might start getting some spaghetti code if you move the enemy around. Also here's a few fixes for your problem that might help you out: -swap your location sencers x and z postions -make sure your enemys frame of reference is set to "world" same with the "location sencers" - getting rid of the map nodons "i would try this first it worked for me hope this helped
Another thing I wanted to ask, is there a way to make the speed that the enemy is moving constant? Because it seems like the closer it gets, the slower it moves.
Well what happens is that once the alien is closer its beginning to match up with the players position and that results in slow down. There is definitely a way to fix this but I would have to mess around with it. I'll let you know if I come up with anything, awesome comment!
you could try to add like a joycon in front and attached to the player and then if they were behind you they wouldnt slow down till they get to u but if you just stand still it wont work
I was wondering how to create sexual intercourse in this game. An accurate representation of the beautiful endeavor between a man and a woman, and the synchronous pleasure shared between them?
I figured out a way easier version. Take your person Nodon, and a constant Nodon. Set the constant to -1.00, and plug it into the forward/ backward port. Then, the enemy will follow you.
I really liked this tutorial! Good job! Is there a way to include where the AI are not able to run inside of each other when chasing you? Since all their positions are subtracting your location, they are all going to eventually move into the same spot together.
Yes thats the only probably is they follow you under one path. I'm trying to combat this in a part two to Enemy A.I. Thank you for pointing this out though, and also I'm glad you found this video helpful. Let me know if you wanna see any other tutorials! :D
Here's a few fixes for this problem: -swap your location sencers x and z postions -make sure your enemys frame of reference is set to "world" same with the "location sencers" - getting rid of the map nodons "i would try this first it worked for me hope this helped
Want The Enemy To Kill You? Obviously Make The Person You Made Into 3rd Person Camera Destructible To The Enemy Person, Then Make The Enemy Person Destructive Towards The Other Person. I Hope That Was Helpful
How did you duplicate the entire enemy? And are you using a mouse because the pointer is moving really fast too. Just asking because that would make all my programing 10x easier
If you double press nothing on the edit screen and drag your cursor around a box should appear. If you put that box around numerous objects there is a little blue screen that pops up on the bottom. If you select the copy button it will copy all the nodons. And yes I am using a mouse, if you have the regular switch in the dock you can connect a mouse to the usb ports on the dock. You can do the same thing with a keyboard for typing.
@@username-sf3fz This came from plasmatree123: if the enemy is running away from you try these fixs -swap your location sencers x and z postions -make sure your enemys frame of reference is set to "world" same with the "location sencers" - getting rid of the map nodons "i would try this first it worked for me hope this helped
Yeah I've been talking to a few people on Reddit for a good design and coming up with something as fluid and seem less as possible. So it is a pretty basic setup, and in no way am I claiming it to be my design.
No just more of self experimentation. Like I usually first begin off with asking myself the question "how would I make enemy ai?". Then from there I just use my knowledge of how the game works to find out what works best. There is a not an exact way of going about this, but I would at least start off by asking your self questions and learning what specific nodons do.
Also forgot to include this in the tutorial. If you want to remove those boxes on the enemy and character, go into all the location sensors and turn off visible. Hopefully everyone found this video helpful!
This came from plasmatree123:
if the enemy is running away from you try these fixs
-swap your location sencers x and z postions
-make sure your enemys frame of reference is set to "world" same with the "location sencers"
- getting rid of the map nodons "i would try this first it worked for me
hope this helped
I found it helpful and gave it a like! I was wondering what I need to remove in this example if I were to be making a 2d game. Even if you don't answer thank you for making this anyways!
@@bunkfoss50yearsago53 for 2D games I don't think the X axis would be necessary since the game would be strictly in Z, but I could be wrong since I haven't tested it out. I would remove the X axis and try just having the Z axis. Thank you for the like also! :)
@@Oribloop thank you for the advice and this deserved a like. Keep up the good work!
My enemy just runs in circles for no reason, and does not chase me, can you help?
So I did mine with a car and it just spins. Help
I'll definitely be coming back to this video often 😅
Haha, I'm glad you found it helpful!
Same!
Probably same bro lol
Same
This was super interesting! Excited to see more content like this.
Thank you Alex! I will keep them coming!
Strait forward with a simple explanation of everything you are doing. Subscribed!
Awesome thank you for the sub! I'll keep doing video's just like this!
i messed this up the enemy ai is running from me until i had an idea so i made him destructable and me distructive and now the game i made is better
Yes! That is what I was intending people to do, good job! You can also make them much much bigger to make them super intimidating. >:)
Yeah I did the same thing but I just fixed it now
@@Oribloop *makes them 100 x normal size*
How do I make them run away from me I just had an idea for a game
@@lauravickery7719 I don’t know just mess up the code
This is an insanely helpful tutorial. You made this super easy. Now I'm going to try adding some more sensors, like from the racing tutorial, and see if I can get enemies to navigate a maze while trying to kill me. You saved me loads of time. I'm definitely subscribing.
I'm really really glad to hear that Zach, thank you for the awesome feedback and sub! :))
on first it was running away then i fix the codes then boom they are running to you
and i'm new to your channel i'm going to subscribe to you
In one word : NICE!
Your explanation is on point. Great job. Can't wait to see more content.
In two words: THANK YOU!
I'm very glad you enjoyed it, more is coming soon!
Thanks! It was cool for an enemy to chase a person. I added a sensor that checks for people, and if it detects a person, the UFO chases the person.
This is great! I found out it worked when you switch the x value for the left and right, it works
Yes that should work! People have struggled with this tutorial but that should be the easy fix!
due to bad wifi the video lags but it is perfect so i can follow without tapping the screen constantly to follow because i work kinda slow! good tutorial!
Oh I'm sorry that the video is lagging for you, but I guess it works out for you in the end lol. Thank you for the kind words, I'm glad you enjoyed it!
Thank you! I tried to figure it out, but I gave up after 2 hours of trying to do what this showed me in 6 minutes 😅
This was incredible, please make more like this
Will do, thank you for the positive feedback!
You're a legend. I'm making an Ecco the Dolphin style game so it might be interesting to have a pursuit type enemy follow you in one of the levels :)
You are a legend, cause that game idea sounds awesome! Good luck with the project, if you need any help as me any questions :)
WHY DOESNT THIS GUY HAVE 1 MILLION SUBS ??!?!!
Is there a way for the enemy to only chase you if you're nearby? I tried using things like touch sensors and flags but it didn't work...
I second this question!
Just multiply the position with whatever trigger your using! Just make sure the trigger doesn't exceed 1.
@@GuyonaCouch i third this question
@@ShxdowsMusics I forth the question
Hey I did this and it didn't work. It's me, creating the horror game. What can you do? Because it isn't chasing the character that you play.
Thank you so much for these videos! They are really helpful and interesting
Is there any way to stop the AI from slowing down when they get near you?
I know this might be kinda late but I know. First take the absolute values of each location difference and add them together. Then divide both of the original location differences by this value. This worked for me. If you have any questions ask.
You can change the calculator nodon to addition to make the ai run from your player
I mean it works, but it keeps walking into walls. It doesn't have any way of checking for a wall
Going to fix this issues in Enemy A.I. part two thank you for mentioning!
I will probably forget about this but good job great tutorial
Thank you, please don't forget :)
Thak you for this. I always wanted to make a 3d game with enemies.
That was really helpful, thank you! 😎👍
You're are very welcome, I'm glad you enjoyed it! :)
My AI just runs around in a circle for a little bit and then slowly comes to me. Any idea why?
Yes, go into your enemy (aka second person) make the frame of reference to the world not the camera. That should fix it!
@@Oribloop i have done that and everything in the video but it doesnt work it runs round in circles too
I have got a yeti with the person so i dont know if that will change anything
@@conkerclub that shouldn't change anything try swapping the x and z. Also try changing the enemy's frame of reference for motion to world.
@@Oribloop ok thanks
@@Oribloop I did that and it's still not working
the enemy either runs off the edge of the world, or runs in circles, did i do something wrong?
Something weird is going on with my in game camera… so I followed the tutorial step by step and which ever direction my camera is pointed in.. the enemies will go in that direction
this helped me make a super smash bros clone :D
Didn't work for me. The enemy would run a mile before chasing the player and when it got close, it would go the opposite direction of the player.
Try some of these fixes:
-swap your location sencers x and z postions
-make sure your enemys frame of reference is set to "world" same with the "location sencers"
- getting rid of the map nodons "i would try this first it worked for me
hope this helped
This is exactly what I was looking for. Now time to make my own Slender clone. >:)
Oh very glad I could help at such good timing! Don't forget if you wanna slow down the enemy in this case Slender man turn the walking speed down for the player, hope that helps!
what would be the most efficient way of setting a distance between the enemies so they don’t bunch up like they did at the end of your video?
im having a problem with the bots running away from me instead of targeting me. idk what to do, I followed the tutorial perfectly with no luck, Is there a reason why this doesn't work?
Same
Switch the X and Z ports. That fixed it for me.
Common issue, either switch the x and z ports. Or set frame of reference for motion to world.
@@Oribloop hey just so you know I tried all of that and it still didn't work for me. but I recently watched a new video recently that fixed the problem. you don't need the map nodons they do nothing but confuse the ai. I'm not sure why your version is different from mine. but thank you anyways for trying to help it shows that you care!
@@plasmatree3132 well the map nodons serve a purpose more for adding on to the original program. Specifically for the Y axis. I was planning on making a tutorial for Enemy AI part two which explains how to make the enemy jump by itself and do other mechanics. But I'm glad you were able to figure it out!
i want to make a group of chicks follow me, but only if i get close to them. how can i do this?
Your tutorials are so simple and straight to the point! Good job! Though I wanted to ask, is there a way to set a certain detection distance?
Thank you, yes I try to be straightforward as possible! Also, yes I am going to make a part 2 to the enemy A.I. and change some things and your suggestion is a part of it this change! :)
@@Oribloop Awesome! I have two monsters so it would be nice if I could get far enough away from them in my environment for then to not chase me. These basic shapes I slapped together (using connection knowledge I got from your first person UI video) can be weirdly scary ngl
@@McSkellyHo Yeah working on a part 2 for enemy A.I. which features upgrades, like a distance that enemy's only chase you at and some other features.
i used it for a little bro and/or sis to follow you!
The location sensor for the enemy has an output for the Z coordinates
Interesting, perhaps this could help with my recreations of Wii tanks
I also try to make it jump but it jumps by it's self and it choses its own path to me which I find really cool, technology is getting smarter😭😭😭
The explanation is very good, although I would like to know if you can create an i.a which works by movement patterns, and if at the moment in which the player approaches the enemy the enemy changes its pattern and begins to follow the player
This would be complicated but very possible. It would require some random component to change its movement based on the players distance. I think the way you could do this is once a player reaches a specific distance you can then have the enemy somehow change its position relative to the player (i.e. changing its pattern as an enemy). I would definitely have to play around with this to make it work, but I think it totally could! :D
Do you mean something like this? G 007 R35 BDD
SUPER GBG ODYSSEY FEATURES
● The Club Will Start!
Person Has Many Abilities With His Movesets And Sprites. Lots Of Persons Know Where The The Skyship Will Lead To, But The Secret Turnips Have Been Scattered Across The Skyship. Whenever Person Leads To A World, His Partner, Car, Can Charge Into Bricks To Slam Down Into The Ground.
● Person's Abilities!
Person's Abilities Are...
1. Float
2. Wall Jump
3. Punch
4. Flashlight
Person Can Use These Abilities To Face Enemys And Climb Onto Walls.
● Boss Battles!
Furious Fluffball Is A Boss Battle Who Shoots Lightning Balls At The Player. He Was In Most Person Games, Like Pink Person's Journey.
● Powerups!
Float Apple: You Can Use It To Float.
Wall Jump Apple: You Can Use It To Wall Jump.
Punch Apple: You Can Use It To Punch
Flashlight Apple: You Can Use It To See In The Dark.
● You Can Join The DLC Now!
The Annicapsary DLC Is Now Available!
What It Features:
New Abilities
New Enemys
New Bosses
New Powerups
New Mode: Chargebat Challenge
New Mode: Glossary
New Mode: Minigames
New Mode: Camera
New Mode: Gallery
New Mode: Play Running Person (Game Builder Garage Game)
SUPER GBG OYDESSY ENEMYS
Ailen (Lives In The Grassland)
Fluffball (Lives In The Forest)
Fish (Lives In The Water)
Tuna (Lives In The Water)
Cloud (Lives In The Sky)
Floating Ball (Lives In The Sky)
Golf Ball (Lives In The Desert, Grassland, Forest, Water, Sky, Jungle, And Castle)
Cactus (Lives In The Desert)
Furious Fluffball (Final Battle) (Lives On The Moon) (Lives In His Castle)
2:19 Me presenting in front of the class be like:
Lmao
switch should have you on the payroll😄
Thanks! This helped me make my gbg game zardy:eternal!
Immaking hello neighbor hand nodons included lol
This helped me so much thank you
For enemies with complex AI and animations that take up a lot of nodons, would it be possible to teleport enemies to another part of the level when you defeat them? That way you can have a lot more in your level without wasting valuable nodons.
Yes! This will totally work and is the best way, I did it this way just to showcase what a mechanic like this could be applied to. In my RPG series I do this exact teleport method that you speak of, thank you for mentioning this!
@@Oribloop Perfect! I tried it earlier and it works just fine. It's not ideal for all types of games, but it's certainly the best option if you want to save nodons. Thanks again for the video.
@@Oribloop After some time creating a game I've come to realization that even with teleporters it is still very limited due to the limited number of teleporters. However, I came up with another wacky idea that is not the most ideal, but would allow for way more enemy spawn points. You put the teleport exit on your own character, and touch sensors throughout the level would spawn enemies right in front of you without using up a teleporter. I haven't tried this yet so I don't know if it will exactly work or if there are other limitations I'm not considering, but I'm pretty sure it will work.
But even so, the level itself, especially a 3D one, takes up too many nodons on top of the enemy AI and your character's complex moveset. So I'm thinking for next time I'm just going to make the game an arena, and all the enemies just spawn there. Leaving the majority of your nodons for enemy AI, animations, core mechanics, etc.
@@Madchimpz Hmm actually haven't thought of them spawning right in front of the player. It would definitely work though, might have to try that out sometime. Thank you for the idea!
@@Oribloop Just worked on it today. I'm really happy to say it works like a charm! Just need to make sure the touch sensors are in a spot where your character won't spawn them inside a wall and potentially get them stuck, but so far it's working great and the walls don't consume them. You can add a puff of smoke on the enemy when they appear, increasing the z axis on the teleport exit spawns them a nice distance away, and you can add some launch power if necessary. It's definitely the best way to spawn enemies in terms of quantity in several areas throughout a level.
For the longest time this was working out just fine, but I noticed when I pass the enemy they start to glitch and just walk very far in the opposite direction. Sometimes they make a very wide u-turn, sometimes they just don't return and walk off the level. Is there any way to make them more reliable? :(
I had the same thing happen and am super confused...
Do you know how you could make a double jump and plattforms that you can drop through? I made plattforms that teleport away when you stand on them and press down at the same time (it's 2d) but it limits you to four plattforms and I think it's too many calculations so they don't work a lot of the time and are horrible to look at because there are 6 Things on a really small space.
I'll check it out and see if I'm able to make a tutorial on it, but thank you for the suggestion!
Does your AI randomly take off running in a large circle and come back? I built mine the exact same way as yours. Also, you can eliminate 4 nodons if you just hard wire the the connections.
Well if you eliminate the wormholes you might start getting some spaghetti code if you move the enemy around. Also here's a few fixes for your problem that might help you out: -swap your location sencers x and z postions
-make sure your enemys frame of reference is set to "world" same with the "location sencers"
- getting rid of the map nodons "i would try this first it worked for me
hope this helped
@@Oribloop thanks! I did end up figuring out how to get it to follow perfectly.
Another thing I wanted to ask, is there a way to make the speed that the enemy is moving constant? Because it seems like the closer it gets, the slower it moves.
Well what happens is that once the alien is closer its beginning to match up with the players position and that results in slow down. There is definitely a way to fix this but I would have to mess around with it. I'll let you know if I come up with anything, awesome comment!
you could try to add like a joycon in front and attached to the player and then if they were behind you they wouldnt slow down till they get to u but if you just stand still it wont work
normalize the result, then multiply by the speed You want
I followed the steps, but the enemy keeps walking away from me, any way I can fix this?
I tried everything you said but my ai keeps going in circles. Why is this happening
This was so helpful!
this is soooooo helpful thank you for this
hay i tryed this and it didn't work, idk how to fix it cus i literly watched this 2 times and both have him run away from you
The problem is it keeps on going where my camera goes
When i make it destructive and destructible, it just dies immediately
I was wondering how to create sexual intercourse in this game. An accurate representation of the beautiful endeavor between a man and a woman, and the synchronous pleasure shared between them?
this is so helpfun thx a lot!!!!
I’m having problems with the way the enemy moves he will turn in the in the direction that I turn the camera I don’t know how to fix it
I’m still having problems white it
I figured out a way easier version. Take your person Nodon, and a constant Nodon. Set the constant to -1.00, and plug it into the forward/ backward port. Then, the enemy will follow you.
Hmmm I'll have to try this one out... thank you for telling me this! :D
@@Oribloop one thing i found bad about this is if you are using a 3rd person camera, it will run twords the camera instead of the player.
It actually just moves the opposite way the camera's facing, so you can turn in backwards and the enemy will go away from you.
I tried this with a brown UFO to make a 3d goomba, and it isn’t working.
How would you go about making the appearance be an alien?
But.. How can i make that the enemy
chase me only if i am near him?
I really liked this tutorial! Good job! Is there a way to include where the AI are not able to run inside of each other when chasing you? Since all their positions are subtracting your location, they are all going to eventually move into the same spot together.
Yes thats the only probably is they follow you under one path. I'm trying to combat this in a part two to Enemy A.I. Thank you for pointing this out though, and also I'm glad you found this video helpful. Let me know if you wanna see any other tutorials! :D
@@Oribloop I will watch anything you upload! You are a gem! Thank you!
How to make them destructible and destructive for my shooter game
If you grab the Nodons and shake them like hell they scream
I have a glitch. For some reason, instead of following me, the Ai runs around in circles! How do I fix this glitch?
Here's a few fixes for this problem:
-swap your location sencers x and z postions
-make sure your enemys frame of reference is set to "world" same with the "location sencers"
- getting rid of the map nodons "i would try this first it worked for me
hope this helped
I have no idea what the map nodon does lol ¯\_(ツ)_/¯
how to make a cook game pleass
my Enemy is circling me not following me, even though i did it right.
Every time I do this by Bot keeps running away
Its running from me, how do I fix it?
can you a tutorial for enemies that follow and shoot and you
Hey just want to ask how to do the box thing in 5:41
i tried to do this with a ufo but it just goes away from me
is there any way you can make the enemy rotate towards you instead of walking towards you
Want The Enemy To Kill You? Obviously Make The Person You Made Into 3rd Person Camera Destructible To The Enemy Person, Then Make The Enemy Person Destructive Towards The Other Person. I Hope That Was Helpful
Help there only going in circles what do I do?!?!
Is there a way to make stop running towards you after your far away?
How would you increase the speed?
How did you duplicate the entire enemy? And are you using a mouse because the pointer is moving really fast too. Just asking because that would make all my programing 10x easier
If you double press nothing on the edit screen and drag your cursor around a box should appear. If you put that box around numerous objects there is a little blue screen that pops up on the bottom. If you select the copy button it will copy all the nodons. And yes I am using a mouse, if you have the regular switch in the dock you can connect a mouse to the usb ports on the dock. You can do the same thing with a keyboard for typing.
@@Oribloop ah, cool. Thanks!
ok now i make it work
Goood! :)
What does the frame reference of motion for the enemy have to be
I have a question how do you make the AI stop walking and or running?
The enemy just runs away from me
Try and make the enemy frame of reference of motion to world that should hopefully fix it!
@@Oribloop I did that and now it just runs around in circles and I followed the tutorial like 10 times
@@username-sf3fz This came from plasmatree123:
if the enemy is running away from you try these fixs
-swap your location sencers x and z postions
-make sure your enemys frame of reference is set to "world" same with the "location sencers"
- getting rid of the map nodons "i would try this first it worked for me
hope this helped
@@Oribloop ok thanks I will try this later
@@Oribloop I've tried all of that it still dosen't work
Okay but what about fancy objects?
What if the enemy is a Fancy Object?
For some reason it’s not working for me😢
How do you make it where it attacks you
I think you want to set something in the enemys from camera to world
Yes thank you for mentioning. They do need to set the frame to world, not camera.
Interesting...
I can’t seem to get this working
Cool!
Wow, That's exactly what I did.
Yeah I've been talking to a few people on Reddit for a good design and coming up with something as fluid and seem less as possible. So it is a pretty basic setup, and in no way am I claiming it to be my design.
1:44
2 Left and right stick nodons be like: oh my god, Notice me location sensor!
How did you learn about this? Is there an online book from Nintendo that explains all these combinations?
No just more of self experimentation. Like I usually first begin off with asking myself the question "how would I make enemy ai?". Then from there I just use my knowledge of how the game works to find out what works best. There is a not an exact way of going about this, but I would at least start off by asking your self questions and learning what specific nodons do.
Is there a way to make it so they wander around until you're in range and they come after you?
Yes! I will be doing an enemy A.I. part two eventually that will explain some of this!
Thank you! Can you show me how the enemies can attack me?
Yes set the enemy destructive towards person, and make the person nodon destructive towards alien. Hopefully that helps! :)
@@Oribloop tysm;)
Can you make a tutorial on how to make AIs that walk around objects?
Interesting idea for a tutorial, I'll start messing around with it and see what I can come up with. Thank you for the suggestion! :D
@@Oribloop oh also I didn't know I did this comment, I already asked u before but I guess I did it again
It only follows the camera
Weird, try swapping the x and z axis to the enemy and make sure that the location sensor is connected to your character.
The character just walked forward when I tried