[GameMaker Tutorial] Enemy AI Maze Pathfinding

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  • Опубліковано 11 чер 2015
  • Check out my popular GameMaker Book and GameMaker Courses: www.heartbeaststudios.com/
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    Thank you all so much for your support!
  • Навчання та стиль

КОМЕНТАРІ • 359

  • @NikorasuChan
    @NikorasuChan 9 років тому +146

    GUYS IMPORTANT!!!
    HeartBeast forgot to destroy the path variable at the end. If you don't destroy it, it will cause memory leak!
    Just put this at the Room End:
    path_delete(path);
    Thank me later ;)

    • @uberalex5437
      @uberalex5437 8 років тому +2

      Thanks I'll remember this

    • @Revalopod
      @Revalopod 8 років тому

      +Nikorasu Chan (Nichii) what is room end?

    • @Revalopod
      @Revalopod 8 років тому +2

      +Nikorasu Chan (Nichii) I guess you didn't watch 9:15 then

    • @NikorasuChan
      @NikorasuChan 8 років тому +4

      +DeathSwagga He only destroyed the grid, not the path.

    • @uberalex5437
      @uberalex5437 8 років тому

      +Nikorasu Chan (Nichii) So within the same event as 9 15 put path_delete(path)?

  • @oldschewl
    @oldschewl 7 років тому +2

    This is exactly what I was looking for - a no frills introduction to GMS's pathfinding.
    My most humble thank you!

  • @helloofthebeach
    @helloofthebeach 7 років тому

    I've been banging my head on this on and off for months, and continued to bang my head with this tutorial since things just weren't working...but I finally got it! Thank you for helping me finally get my head around pathfinding.

  • @moshimooshi
    @moshimooshi 6 місяців тому +1

    your channel deserves the world, man

  • @DanBraithwaite
    @DanBraithwaite 8 років тому +1

    Mate I dunno if you read these but I wanna say this was really helpful, and worked a charm. You're also a cool guy!

  • @Jakkauli
    @Jakkauli 8 років тому

    This is amazing, I didn't think something like this would be possible with so little code! You've helped me so much, thank you!

  • @lanelauhoff
    @lanelauhoff 9 років тому

    Being able to see you explain the code helps me a lot, man, thanks! Looking forward for more tutorials!

  • @blabla5021
    @blabla5021 8 років тому +51

    12:12 he discovered the answer of the life, the universe and the rest lol

    • @theternal
      @theternal 5 років тому +12

      It is Vietnam flashback

  • @habarvaz
    @habarvaz 6 років тому

    This tutorial was great. Easy to use and to the point. Thank you!

  • @NorthStateGames
    @NorthStateGames 6 років тому

    Phenomenal work. Glad I bought your book too!

  • @omikronweapon
    @omikronweapon 8 років тому

    Nice one as usual Benjamin, thanks. I like the synopsis at the end, just to review.

  • @dirtroadgames1406
    @dirtroadgames1406 8 років тому

    amazing tutorial my friend,exactly what i was needing,cheers

  • @Kezarus
    @Kezarus 8 років тому

    Man, this is awesome! Definetly going to use it on my next RPG game. Thanks!

  • @DakNJaxter
    @DakNJaxter 4 роки тому +4

    I did this in GMS2, and the the collision detection is set to the centre point rather than being pixel accurate, and its causing the enemy to overlap with the walls which looks bad. Do you know how to fix that?

  • @EdoPlayer37
    @EdoPlayer37 9 років тому

    Thank you very much. I've been looking for this for a while now and you explained it really good.

    • @uheartbeast
      @uheartbeast  9 років тому

      Edo Player Glad I could help :D

  • @codytremblay6513
    @codytremblay6513 7 років тому +2

    how do i add more then 1 instance. I tried just placing it under but the enemy went right through

  • @ChrisRid
    @ChrisRid 2 роки тому

    This is awesome, thank you! So easy to quickly add AI into the game.

  • @ikonhero
    @ikonhero 6 років тому

    Question, is it also possible to use a tile-based pathfinding system, so without having to set wall objects? For instance, when u create generated map using wall and floor tiles.

  • @MyNameIssaSimon
    @MyNameIssaSimon 7 років тому +2

    How can I use this with gamemakers physics engine? My enemies stop if I active physics on them.

  • @jiaska3889
    @jiaska3889 6 років тому

    Would I need to recreate the grid between rooms? Or change the values on room start?

  • @naptan7866
    @naptan7866 7 років тому +2

    I've seen your courses on udemy. Your awesome. I might buy your course. keep going.

  • @loganbevans4347
    @loganbevans4347 5 років тому

    Hey How would i go about adding this to a game where the room is expanding as i move around

  • @Peckan
    @Peckan 8 років тому

    Would it be possible to spawn the enemy object into the room and have it path towards another object instead of the mouse? I'm thinking along the lines of a Tower Defense game where the path changes depending on how the player decides to place their towers. Also if there are anymore great tutorials relating to TD games, let me know please!

  • @lildgamedev6885
    @lildgamedev6885 5 років тому

    great tutorial thanks heartbeast!! now any idea how I can give the enemies collision with eachother on top of this pathfinding? If i added the obj_enemies to the grid like we did the walls, they cant move at all because it's checking for its own instance I think.

  • @kryptkeeper2303
    @kryptkeeper2303 8 років тому

    would this work with the AI we made for the Slimes in the Rpg beginner series?
    if so how do i set it up

  • @RKCYOUTH
    @RKCYOUTH 5 років тому

    thank you so much for this amazing tutorial

  • @dinobudic4492
    @dinobudic4492 6 років тому

    Great video. I would like my enemy to navigate on dynamic objects. Example : Player casts nova spell and it creates few ice walls around him that should block the way. Should I just then update the grid ? What's the best way to detect new added "walls"?

  • @cryodoctor7713
    @cryodoctor7713 5 років тому

    +HeartBeast
    How could you adapt this for a platformer like with gravity and such

  • @masterrender
    @masterrender 7 років тому

    owesome could you help me id like using sprite idle animation and it with walking jumping and so on. so may you to give the code where the enemy searcing by walking trough the wall and jump to find player

  • @biggriz7161
    @biggriz7161 5 років тому

    Cheers! Great tutorial.

  • @Oliwarder
    @Oliwarder 7 років тому

    if my obj_player collisiob with obj_wall, obj_enemy stops
    how know how to fix this?

  • @wipedowt
    @wipedowt 8 років тому

    awesome tutorial HeartBeast,
    interested to know how the A* Algo could be used in a platformer scenario where players and enemies need to take into consideration obsticles (obj_wall) and gravity + jumping.
    would you perhaps be able to create in the future a tutorial like this?
    Thanks!

  • @nicholasrusciano5523
    @nicholasrusciano5523 6 років тому

    Is it possible to do this in the Standard Edition of Gamemaker? Its not recognizing some functions...

  • @bustaballs
    @bustaballs 7 років тому +1

    I wanted to point out that this only works if the objects doing the pathfinding are the same size or smaller than the grid cells. If your object is larger, it will partially ignore collision detection. I haven't figured out a way to account for it just yet.

  • @LukeAps
    @LukeAps 5 років тому

    This is excellent, thanks HeartBeast.
    I wish you would do a new video on this for people looking for GMS2 ( Even though this is still compatible. )

  • @kroutonjr
    @kroutonjr 8 років тому +1

    trying to incorporate this with your rts tutorial... right now i am having and issue where it will sometimes go through the objects but about 90% of the time it will find a way around my object.
    this is also in my step event for my unit as thats where the move state is in
    if (state == 'move')
    {
    scr_wizard_move()
    if instance_exists(target)
    if (mp_grid_path(global.grid, path, x, y, target.x, target.y, 1))
    {
    path_start(path, spd, path_action_stop, false)
    };
    }

  • @SubWolfIV
    @SubWolfIV Рік тому

    You saved me! Thanks so much!

  • @KB_United
    @KB_United 7 років тому

    So what is the point of creating a variable call path and putting it equal to path add? I understand it all the way up until that point and then i see that and dont see a point to the path variable.

  • @LiamDoesProgramming
    @LiamDoesProgramming 9 років тому +2

    Is there a way to do this with ds_grids? so I can combine this with the Random World gen tutorial

    • @purpleice2343
      @purpleice2343 8 років тому +1

      +LiamDoesProgramming Why not just make two grids? Generation grid won't ever be used again after it generates the world anyway... Unless you want it to be infinite, well still, you won't be generating all the time, pathfinding will be used more.

  • @cheezysqueezy
    @cheezysqueezy 9 років тому

    Nice tutorial! Thanks a lot!

  • @ericfangrow743
    @ericfangrow743 7 років тому

    when I try to do this it gives me an error message in line two of the grid object, the equal sign is unexpected. any reason why?

  • @ericfangrow743
    @ericfangrow743 7 років тому

    billy mays here baxck with another GREEEEEAAAAATTTTT PRODUUUUCCCCTTTT

  • @juliusherrmann1054
    @juliusherrmann1054 9 років тому +1

    Thats really ggod because I needed it for my game!
    Thank you!

    • @uheartbeast
      @uheartbeast  9 років тому +1

      Julius Herrmann Glad I could help

  • @Hatmaster
    @Hatmaster 9 років тому +1

    So if I use this in a desktop defender type game, where you can place towers and the enemies have to update their path whenever you do so, is it going to lag badly?

    • @jaimied.5417
      @jaimied.5417 9 років тому

      You would probably have to delete the current grid and add more "wall" objects. Otherwise, that is a great way to use this algorithm. :D

    • @uheartbeast
      @uheartbeast  9 років тому

      No you should be fine. Just update the grid and paths with each new placed tower :)

    • @davidhoracek8937
      @davidhoracek8937 9 років тому +1

      Awfulmasterhat Just a little tip if you don't know it yet. Use 'mp_grid_add_cell()' for new towers... it's a lot faster than deleting grid and adding all the towers etc again. You just have to calculate a position of that cell... X and Y indices which is just X, Y div wcell, hcell (if you start grid at [0, 0]).
      On the other hand... if you... lose/destroy any tower use 'mp_grid_clear_cell()'... same as above but it marks that cell as free in your grid.

    • @Hatmaster
      @Hatmaster 9 років тому

      David Horáček Thank you!

  • @TheLegoMasterMan100
    @TheLegoMasterMan100 6 років тому

    does anyone know how to add more than one type of object to the grid (buildings or others (say im doing something like starcraft)

  • @KB_United
    @KB_United 7 років тому

    I'm in the process of learning how to make a top down shooter. I programmed a modified version of Shaun Spauldings collision code for platformers so it would work with my Top down shooter. I have a 3 burst machine gun and I can't wait to implement this when I get my enemies into the game. 😁

  • @dennis8171
    @dennis8171 8 років тому

    How do you make path finding with multiple targets. like a lot of zombies

  • @temps1959
    @temps1959 7 років тому

    How would i change the xscale based on where he is going? Please help.

  • @MsAkbar14
    @MsAkbar14 5 років тому

    hi, how can i do this if my wall is mask with tiles collision mask?

  • @Baconlovar
    @Baconlovar 7 років тому

    omgosh this is amazing ty so much

  • @jasonjewik4349
    @jasonjewik4349 8 років тому

    My enemy partially phases through walls sometimes. I followed this tutorial exactly with the only exception that I made the enemy chase a player object. What is wrong?

  • @marcosandrade9074
    @marcosandrade9074 7 років тому

    Hello guys!
    I wonder if there is any way to find a path at an X / Y point.
    Something like the instance_position, which returns true if a path were located in the inserted coordinates.
    I looked in the documentation but found nothing about it. The two
    functions (path_get_x / path_get_y) however they show the value of X / Y
    already inside the path.
    Thank you all!

  • @codingprinting3dandcnc191
    @codingprinting3dandcnc191 2 роки тому

    Easy follow, thank you!

  • @sully9088
    @sully9088 7 років тому

    You are the best my friend.

  • @muddykat-tech
    @muddykat-tech 9 років тому

    hi big fan love your work, i'm using your level gen system with tiles, ds grids ect.
    and i tried to overlay an mp_grid with objects in the same place as the wall to see if i can get the ai in this working in the random level gen slight problem it spawns right but as if its a mini map i guess you could say pretty much all of the instances are in the top left corner and seem to map out the same pattern that the level makes anyway i can fix this or is there a way to use the ordinal ds_grid for this without using objects
    this is what i used to make it happen
    in player create event
    var width = room_width div CELL_WIDTH;
    var height = room_height div CELL_HEIGHT;
    var cx = width div 2;
    var cy = height div 2;
    global.aigrid = mp_grid_create(cx,cy,width,height,CELL_WIDTH,CELL_HEIGHT);
    mp_grid_add_instances(global.aigrid,obj_ewall,false);
    in level create event
    this is in the for loop for creating the walls (btw)
    if (grid[# xx+1, yy] !=FLOOR) instance_create(grid[# xx+1,noone],grid[# noone,yy],obj_ewall);
    if (grid[# xx-1, yy] !=FLOOR) instance_create(grid[# xx-1,noone],grid[# noone,yy],obj_ewall);
    if (grid[# xx, yy-1] !=FLOOR) instance_create(grid[# xx,noone],grid[# noone,yy-1],obj_ewall);
    if (grid[# xx, yy+1] !=FLOOR) instance_create(grid[# xx,noone],grid[# noone,yy+1],obj_ewall;

  • @cyber_tech2872
    @cyber_tech2872 6 років тому

    that codes are compatible whit the game maker 8 ?

  • @aliyarahmanajihati708
    @aliyarahmanajihati708 6 років тому

    when I add more than 1 enemy, obviously all of them will move toward the Player once the Player get into the range "to be detected" by one of the enemies. How do I make it so that it's only that certain Enemy (that the Player approach) to chase after the Player, not triggering all Enemies?

  • @ikonhero
    @ikonhero 6 років тому

    Awesome! thanks for the video.

  • @TheMrPopper69
    @TheMrPopper69 6 років тому

    Amazing, thank you so much

  • @x7-a.i.208
    @x7-a.i.208 3 роки тому

    Thats awesome! lot of thx !

  • @drsquash2003
    @drsquash2003 4 роки тому +1

    working in GM Studio 2. My enemies are "cutting" corners in a "smooth fashion". As if the corners of the walls are rounded. But I set diagonal motion to false, and triple checked; the collision masks are all square.

  • @pipulese1775
    @pipulese1775 7 років тому

    How would you go about adding collisions with multiple enemies or moving entities with a grid system?

    • @MrTheDlanor
      @MrTheDlanor 4 роки тому +1

      For anyone else wondering and still stuck a few years down the line:
      pathList = []; //need to store paths so they can be deleted later
      var i;
      for (i = 0; i < instance_number(obj_enemy_base); i += 1){
      enemyIds[i] = instance_find(obj_enemy_base,i);
      pathList[i] = path_add();
      show_debug_message("creating path " + string(pathList[i]));
      enemyIds[i] .path = pathList[i];
      }
      Then delete with:
      var i;
      for (i = 0; i < array_length_1d(pathList); i += 1){
      path_delete(pathList[i]);
      show_debug_message("deleting path " + string(pathList[i]));
      }
      where appropriate for your code.

  • @Keizor1997
    @Keizor1997 6 років тому

    Great, it worked, thanks!

  • @TheFlameincchannel
    @TheFlameincchannel 9 років тому

    Hey Ben, I am trying to use the path finding with an RTS system it works but, the characters move up and down and around very violently which seems weird, can you supply a solution.

    • @TheFlameincchannel
      @TheFlameincchannel 9 років тому

      TheFlameincchannel ***** HeartBeast Instead of a grid will I need to use mp_linear functions followed by mp_potential functions? If you have a solution, reply and I will contact you personally.

  • @gekoghost806
    @gekoghost806 7 років тому

    how can add two instance collision for the grid??

  • @askplays
    @askplays 8 років тому

    how do i do this with the built in physics engine?

  • @kankykune6459
    @kankykune6459 7 років тому +2

    I've tried to figure this out on my own but what do I type instead of (mouse_x div 32)*32+16; if I want the object to follow obj_player?

    • @kyle4760
      @kyle4760 6 років тому

      this doesnt work they completely ignore walls added to the grid

    • @jasonp7091
      @jasonp7091 2 роки тому

      obj_player.x and obj_player.y are the (x,y) coordinates for your player

  • @jamesdrake8084
    @jamesdrake8084 8 років тому

    Hey Heartbeast, I'm currently making an isometric game (30 degree angles) and am in need of pathfinding. Is there a way to make the AI snap to the isometric grid and only use 4 way movement? I can't find anything on it anywhere and don't know where to begin.
    Thanks :)

    • @auraoctane9112
      @auraoctane9112 8 років тому

      +james drake I do not know what you mean 30 degree angle im not fond of isometric games but you could just try writing some if's on direction or hspeed n vspeed and set vertical movement on pathing to false so it move left right up and down and say if direction = 0 90 180 270 etc as many angles so if you decided to add diagnal movement and then do like image_index or sprite_index depending on how you send up you're images/animations

  • @Ivan-hi8vx
    @Ivan-hi8vx 7 років тому

    can you help me out with path find but for platform?

  • @sachonski
    @sachonski 8 років тому

    Hey, great tutorial, but how would you aproach a everchanging enviroment? Meaning you have to create and destroy the grids for new results in the pathfinding?

    • @stijnd.6320
      @stijnd.6320 8 років тому

      +sachonski You can add and delete objects from the grid with: mp_grid_clear_all and mp_add_instances

  • @pivotguy
    @pivotguy 9 років тому +1

    wow been along ime since i wach one of your vids(probably because i switched to unity3d) but sill good tutorial

  • @gaurdian0digger
    @gaurdian0digger 9 років тому

    To go along with this video, could you also go over some of the maze/dungeon creation algorithms?

    • @uheartbeast
      @uheartbeast  9 років тому

      gaurdian0digger I shared a useful video on that a few days ago. Let me see if I can find it for you: ua-cam.com/video/wb6u2JImsyE/v-deo.html

  • @WolfySnackrib666
    @WolfySnackrib666 8 років тому +3

    HeartBeast seem to me like the kind of guy that practices meditation. Waaay calm and zen bru.

    • @dirtroadgames1406
      @dirtroadgames1406 8 років тому

      +WolfySnackrib666 haha yeah i think i would be insulting in front the pc screen if i miss something in a vide for youtube

    • @WolfySnackrib666
      @WolfySnackrib666 8 років тому

      Dirtroad Games Haha yeap. And then reshoot the whole thing, as a perfectionist :P

  • @gekkyt
    @gekkyt 6 років тому

    How do I change pathfinder from following mousex and y to following the players constant coordinates?

    • @AnEnormousNerd
      @AnEnormousNerd 5 років тому

      replace mouse_x and mouse_y to object_player.x and obj_player.y
      If your player object isn't called object_player, alter that as necessary.

  • @bustaballs
    @bustaballs 7 років тому

    I've attempted using this and the collision detection doesn't work properly. The object goes halfway inside of the object it's supposed to avoid.

  • @dimensional_experience
    @dimensional_experience 3 роки тому

    does this work with gms2 too..?

  • @jackthake7209
    @jackthake7209 8 років тому

    will it still work if you put the grid code in a script and have the enemy run that script?

  • @christianr391
    @christianr391 5 років тому

    Does this work in GMS2?

  • @ProjectDT88
    @ProjectDT88 6 років тому

    How do you make gamemaker tell you if you are giving it an impossible path? Currently if you click where it can't reach, the enemy just gives up. I want the game to basically check to see if a path is possible before allowing it... how would I do that?
    Example: Tower Defense game. Enemy moves from point A to point B. You build a full wall between A and B and enemies just give up.... how do I prevent the game from allowing a perfect wall?

    • @helderperez1474
      @helderperez1474 5 років тому

      Check a path is possible from a point A to point B of your choice each time you build a wall block. If it is possible then allow placement otherwise prevent it being made.

  • @glxxm
    @glxxm 7 років тому

    For those having difficulty, try making sure it's a global mouse click. This is working for me in GMS:2.

  • @noxen1402
    @noxen1402 6 років тому

    Obrigado Ben!

  • @xxcassweet322
    @xxcassweet322 7 років тому

    My game freezez when i add multiple enemies what do to?

  • @guigrillo101
    @guigrillo101 8 років тому +2

    Once I try to use this method but the enemy was intersecting a bit with the wall.
    I'm not sure why, but I started to use an a* extension.

    • @steview77
      @steview77 8 років тому

      When I do this the enemy crosses over the walls too, unless I set wall to solid then they just get stuck! Cant get the enemy to just avoid the wall!

    • @DFILL450
      @DFILL450 8 років тому +2

      +guigrillo101 Is your enemy sprite centered?

  • @panagiotisiatrou6041
    @panagiotisiatrou6041 8 років тому

    Yep, thats right, you are the best!

  • @hydolsrodzas9328
    @hydolsrodzas9328 9 років тому

    Thanks, great tutorial!! Is it possible to make it works with physics?

    • @uheartbeast
      @uheartbeast  9 років тому

      Roi Díaz Souto That is a good question, you would probably have to do some sort of a work around. I"m not sure how paths work with the physics engine.

  • @vinzhu3893
    @vinzhu3893 7 років тому

    Is there an option to remove an object from the grid? My player can destroy the walls so I want the enemy to be able to go through the space where the walls used to be.

    • @sdaqs2333
      @sdaqs2333 7 років тому

      you probably figured this out but you could update the grid each time (You would need to destroy the other to avoid a memory leak)

  • @Chuckyboy311
    @Chuckyboy311 9 років тому

    I know this isn't related but I couldn't find anything on it and I've learned the most from you so here we go. Would you be able to/ willing to make a tutorial on skill trees, and also like a level cap of sorts? I've tried a few ways but couldn't get any results.

    • @uheartbeast
      @uheartbeast  9 років тому +1

      Chuckyboy311 Hmmm, that sounds like it might take some thought for sure. I'll have to think about how I might teach that best.

    • @Chuckyboy311
      @Chuckyboy311 9 років тому

      HeartBeast Cool, thanks for the reply man

  • @dinohorseaborus
    @dinohorseaborus 9 років тому +52

    Wow ben! this tutorial is "AI-maze-ing!"

  • @Parlakotta
    @Parlakotta 6 років тому

    Is there a way that instead of the enemy avoiding the walls while moving, it went over those walls as if they were a path, a street or something similar

    • @jasonp7091
      @jasonp7091 2 роки тому

      Just have the walls outline the space you want your enemy to follow

  • @rellosorrell9265
    @rellosorrell9265 9 років тому

    How would this go along with the DS Grid we created in the Random Level generating?
    Edit: I now see that there are already a few posts asking about this, haha

  • @cernos7230
    @cernos7230 7 років тому

    Will it lag if there are..let's say 500 AIs? each have different paths?

  • @aaronwise1089
    @aaronwise1089 7 років тому

    Amazing

  • @PCNERD19
    @PCNERD19 8 років тому

    How would i make the enemy chases my player object through a maze.

    • @Flamenc0
      @Flamenc0 8 років тому

      Replace the mouse coordinates with player coordinates. Also u need to use another event cus he used the mouse click button action. Step event should be fine ;-)

  • @sheeplavender3261
    @sheeplavender3261 6 років тому +1

    Gms2 trial version doesn't allow for Path_Add

  • @habarvaz
    @habarvaz 6 років тому

    Does anyone know the difference between a mouse event and a global mouse event? Why do I need to use the global one? Thanks :)

    • @AnEnormousNerd
      @AnEnormousNerd 5 років тому

      A mouse event only triggers when you use the mouse on the object.

  • @uberalex5437
    @uberalex5437 8 років тому +6

    How can I make it so that the enemy following the grid collides with other enemies instead of overlapping?

    • @XDRosenheim
      @XDRosenheim 7 років тому

      enemy->collision->enemy - Step event - Empty code.

    • @antuankerbage
      @antuankerbage 7 років тому +1

      No.. The code would be like this or similar.
      mp_grid_clear////0
      with (obj_parent) {
      if id != other.id {
      mp_grid_add_cell(....)///1
      }
      }

    • @antuankerbage
      @antuankerbage 7 років тому

      Or when character moves, mark 1 in the coords to walk in the grid and then a 0 in the previous coords

    • @uberalex5437
      @uberalex5437 7 років тому

      there would only be an empty code if I'm using physics but I'm not. I used 'if other.x > x {
      x += 1;
      }'
      etc.

    • @antuankerbage
      @antuankerbage 7 років тому

      Use mp_grid (is the best option for me) or, another example... if !instance_place...

  • @upidesign896
    @upidesign896 9 років тому

    HeartBeast, How do you make the camera follow the screen and the sprites still be normal? I create a 1024x768 room, but then I dont know what should I put for the camera...

    • @FedeDrenge
      @FedeDrenge 9 років тому +1

      Check Shaun Spalding's video with camera views :) he shows everything

    • @auraoctane9112
      @auraoctane9112 8 років тому

      +UPI Design well if you are referring to this very example just set your view to the enemie obj... you would have to continously click to move from one side of the room to other but hey... theres others ways that are easy 2 like a invisible object that follows the camera that is controls by arrows or wasd

    • @auraoctane9112
      @auraoctane9112 8 років тому

      +Aura Octane Would not be very good for a profesional game as it would troubling to know where youre screen object is as when you hit edges of the room the screen stops as the objects continues

  • @time.window
    @time.window 6 місяців тому

    you're a genius

  • @nowimneil
    @nowimneil 7 років тому

    I can't use path_action_stop I don't know why! help

  • @NewNew-mg8ru
    @NewNew-mg8ru 2 роки тому

    thank you.