even tho am using construct 2(free version) this still helped me with the "how to make the enemy moving actually good and reliable" thing so thank you.
By the way, thank you for zooming in on the screen, when ever you add actions, it's a great help especially when im on my phone. And... I just realised going to your mani page... YOU HAVE 4.730 Subs, & 287 videos. What an achievement. Keep it up and we will reach those 5000 family members soon, all the best T.
I am puzzled how much functionality these behaviours provide out of the box. The last time I looked at Construct was in 2014 and version 2. Now I subscribed to version 3 and enjoying it very much.
@@XanderwoodGameDev its kinda like a metal-gear game where if you are spotted, you get chased and they attack ya and if your out of the enemy sight, they resume back to normal. Not sure how that will work out in C3
Hi there, just found your channel and looking forward to going through your previous videos. I wonder if its possible to have 2 sprites that move around independently, maybe 2 players controlling them, joined by a rope or chain that might be a fixed length or even better grow longer if the sprites move apart (up to a certain length where the rope would then break) and join up again when the sprites come back together again. Did I explain that right? I think so. Cheers from New Zealand
Hi 🙋♂️ thanks for watching and leaving a comment. That sounds like an awesome game mechanic. I'll have a play around with it and if I can get that working I'll put the tutorial up 👍
@@XanderwoodGameDev I had in my head that the length of the "rope" would be mathematically dependent on the distance between the controller sprites and that would work fine for a straight line rope. But I wonder how cool it would be if the rope was able to use physics to bend like a rope might in real life. esp if the players at the ends tried to walk on opposite sides of a tree and then realize one of them would have to come back round. I'm going to call the game "Tethered" if it ever comes to anything
Hi Xander, I have been looking through your lovely, and quite substantial collection of lovely tutorials. Is this the one you would recommend for me, if I wish to create a platformer enemy that attacks my player when he is within line of sight in close combat?
This is basic AI movement so might be useful. But I have another one on melee attacks. You may need to combine the two to get what you need. If you get stuck let me know 👍
Great tutorial as always! How about an event/quest system with 3-4 events? Like the one in your game. Perhaps It's a bit too long for a tutorial? Keep up the good work! :D
@@ultimate_amv1472 do you mean transitioning between levels? I have a tutorial series where I make a platform game with multiple levels that may be of use. Just my playlists for it.
@@XanderwoodGameDev Maybe my request is not appropriate for your kind of tutorials. I mean, what would be the best option to make different levels in a platformer? Imagine level 1, you finish it and then it starts level 2 and so on till level 30. Would that mean using 30 different layouts? Could you make a tutorial about it? But, I repeat, I don't know if it's appropriate for the kind of tutorial you make.
@@ultimate_amv1472 I understand. It would be the same as transitioning between level 1 and 2, just repeated code, unless you wanted to add a screen in between layouts that show your level stats.
@@XanderwoodGameDev I think I figured every thing out. But do you think that I could have one enemy and two players? Would there be any consequences? for instance, what would happen if each player entered the one enemy's line of sight at the same time?
There is on my patreon. Along with more tutorials. I only post the videos on here. I also have a bunch of mechanics on itch and the construct asset store 👍
Hi, I'm a beginner in this program, this tutorial is awesome for my practice. Just one question. How can I change the animation of the enemy accourding to direction (four directions in this case)? Thanks a lot for your time.
I'm on construct 2 and I can't seem to find the "move to" so I can't use the move to object command (there's still the move to command without using the move to behavior but it doesn't work, the enemy won't follow the player) Any solution? Pls
@@XanderwoodGameDev Sorry sir, maybe we know that c2 adopts the a* algorithm in pathfinding, well.. if we follow the formula, f(n) = h(n) + g(n).. how do we implement it inside c2.?
im working on a 2d maze game right now, is it possible for you to create a video where the enemies walk in a continuous pattern, however when the character touches the enemy, the enemy has an attack animation and then the character disapears and the game is reset. im placing down a timer for each lvl and also a lives counter to, just wanted to see if this was possible.
Yes this is definitely possible. I'll create a tutorial on it but I can't guarantee when I'll have time. I have a patreon and fiverr services if you want me to make this for you quickly.
I have been trying this out and there is something I don't get. Is there a way to make enemies not overlap with solids? When I add solids as obstacles for pathfinding, enemies can't go through them (as they should), but I feel it's only their origin point that doesn't go through the solid and not the rest of the sprite, which overlaps with the solid. Thank you in advance ( ╹▽╹ )
Yeah, in the properties there are setting for the objects that create padding around them making them bigger or smaller in terms of size which will stop them from moving over and through solids.
Yeah I will definitely be up for doing that, I just need to finish my off road series first which should hopefully be just a few more episodes. I have too many projects on the go... my RPG game, the upcoming Blackthornprod Jam, my Off Road series and the collab stuff... haha :)
And how to animate the enemy during such a patrol, when he goes to the left, set the animation to the left, and when he moves to the right, set the animation to the mirror?
I can't remember what I said in the tutorial but if you're adding multiple enemies of the same type you can put them in a family and give the family all the behaviours. You may also need a function with a parameter that checks each enemies UID. I cover this in my platformed tutorial series in the lesson on enemies.
If you found the video useful please leave a like on the video, it really helps the channel. 👍
thank you
This helped me a lot! I am still learning to build games with Construct 3. All of your game mechanics are amazing, keep it up!
Hey, thanks for watching. I am glad you are finding the content useful 😊 👍👍
Another fantastic tutorial! I've been working my way through your tutorials and I am learning so much.
Thanks buddy. I'm glad the content is useful. Thanks for watching.
even tho am using construct 2(free version) this still helped me with the "how to make the enemy moving actually good and reliable" thing so thank you.
I'm glad it helped. 👊👍
Ahhh what a hero! Will be giving this a watch over the weekend!!
No worries
By the way, thank you for zooming in on the screen, when ever you add actions, it's a great help especially when im on my phone. And... I just realised going to your mani page... YOU HAVE 4.730 Subs, & 287 videos. What an achievement. Keep it up and we will reach those 5000 family members soon, all the best T.
thanks buddy and I'll keep those zooms coming :)
This is what im looking for! thanks a lot mate, good job!
No worries
This really helped me. I was trying to make a flying enemy but pathfinding didn’t follow the target nicely, move to has really helped.
Hey PB glad it helped 😀
Thank you very much, this video helped me a lot, hope to see many more Constuct 3 tutorials in the future.
That's what I do 👍👍
Really useful for beginners like me, thanks a lot 🤩
Thanks for watching 👊
Very good video. Congrats!
thank you so much man
Thank you for watching 👍👊
Great! Didnt found this information on my russian lang. and your lessons helped me!
Thanks for watching
I am puzzled how much functionality these behaviours provide out of the box. The last time I looked at Construct was in 2014 and version 2. Now I subscribed to version 3 and enjoying it very much.
They are pretty good 👍
Thank you so much! That HELPED ME SO MUCHHHH!
Glad I could help 👍❤
This was suuuper useful.Thank you.
No problem 😊
oh my god thank youuuuuuuuuuu im dying trying to find a good tutorial and i found you thanks
Thanks for stopping by 👍
thanks a lot , please keep it up , really like your tuts
I will do for sure. Glad you're finding them useful. ❤👍
helped me with my game, thanks man
Thanks for watching
I'm looking to return to using Construct 3 for a big video game project, hopefully this might help in some degree
Nice one. What is the game about?
@@XanderwoodGameDev its kinda like a metal-gear game where if you are spotted, you get chased and they attack ya and if your out of the enemy sight, they resume back to normal. Not sure how that will work out in C3
@@ABMultimediaDesigner nice. Its definitely doable. Good luck with it
@@XanderwoodGameDev thats if i know how to do the coding for the enemies that is
Cool video man! Interesting tutorial despite not being a Construct user :D
Glad you find them interesting. I also find watching people code in godot and unity interesting even though most of it goes over my head 🤣
thank you! this tutorial was really useful!
Glad it helped
Great little system and only in 20 minutes. Also, I'm in the 1% lol :)
Haha nice, I might start throwing out random words to repeat in the comments if you make it to the end 🤣❤
Thanks for your tutorials, they help us a lot.What do you think of a pathfinding tutorial but in platform games?
Thanks for watching. That's an interesting idea, how do you mean? Like having an AI moving left, right and jump etc?
@@XanderwoodGameDev I mean an enemy AI chasing the player jumping on platforms and making decisions to reach him.
Good idea. I'll play around with it.
Hi there, just found your channel and looking forward to going through your previous videos. I wonder if its possible to have 2 sprites that move around independently, maybe 2 players controlling them, joined by a rope or chain that might be a fixed length or even better grow longer if the sprites move apart (up to a certain length where the rope would then break) and join up again when the sprites come back together again. Did I explain that right? I think so. Cheers from New Zealand
Hi 🙋♂️ thanks for watching and leaving a comment. That sounds like an awesome game mechanic. I'll have a play around with it and if I can get that working I'll put the tutorial up 👍
@@XanderwoodGameDev I had in my head that the length of the "rope" would be mathematically dependent on the distance between the controller sprites and that would work fine for a straight line rope. But I wonder how cool it would be if the rope was able to use physics to bend like a rope might in real life. esp if the players at the ends tried to walk on opposite sides of a tree and then realize one of them would have to come back round. I'm going to call the game "Tethered" if it ever comes to anything
@@AllyG1967 there will be a way to make that work I'm sure. Let me play around with the idea.
Hi Xander, I have been looking through your lovely, and quite substantial collection of lovely tutorials. Is this the one you would recommend for me, if I wish to create a platformer enemy that attacks my player when he is within line of sight in close combat?
This is basic AI movement so might be useful. But I have another one on melee attacks. You may need to combine the two to get what you need. If you get stuck let me know 👍
Thank you for your reply, highly appreciated.
I have a boss that is not moving at all and not finding the path. Followed your instructions to a T, any ideas?
I'd have to take a look at your source code. Feel free to join the discord and message me
very helpful
👊 thanks for watching
Great tutorial as always! How about an event/quest system with 3-4 events? Like the one in your game. Perhaps It's a bit too long for a tutorial? Keep up the good work! :D
You mean like the objective system?
@@XanderwoodGameDev Yeah, exactly!
@@bannedbytesgames yeah maybe, I'll take a look at what I could do for a short tutorial.
I can't seem to get the enemy to move. I followed event sheet but it's not moving at all. Any ideas? Thanks!
Check the max speed on the enemy is not at 0
Got an idea for a future tutorial? Comment below👇👇👇❤
Hey Xanderwood! I am wondering how to do multiple levels in a platformer.
Could you make a tutorial about it?
@@ultimate_amv1472 do you mean transitioning between levels? I have a tutorial series where I make a platform game with multiple levels that may be of use. Just my playlists for it.
@@XanderwoodGameDev Maybe my request is not appropriate for your kind of tutorials. I mean, what would be the best option to make different levels in a platformer? Imagine level 1, you finish it and then it starts level 2 and so on till level 30. Would that mean using 30 different layouts? Could you make a tutorial about it? But, I repeat, I don't know if it's appropriate for the kind of tutorial you make.
@@ultimate_amv1472 I understand. It would be the same as transitioning between level 1 and 2, just repeated code, unless you wanted to add a screen in between layouts that show your level stats.
Could you show us how to do this with a platformer behaviour?
cool video. but what if he is supposed to see you through objects but cant go through them? how do you make him travel around the object to get you?
You can do this with pathfinding.
@@XanderwoodGameDev thanks for replying so quickly!
@@worchishier_sawc9866 no problem. You can use pathfinding to see the player through solids and plot ways around them.
@@XanderwoodGameDev does this require coding?
@@XanderwoodGameDev I think I figured every thing out. But do you think that I could have one enemy and two players? Would there be any consequences? for instance, what would happen if each player entered the one enemy's line of sight at the same time?
Hey, thanks for this. How about a vid on invulnerability flashing combined with jump back on enemy collision?
If you haven't done that already.
I already have that tutorial. Check out the easy game mechanics playlist 👍❤
@@XanderwoodGameDev Cheers, in the process of checking them all out!
Sorry to ask ..is there a template of this ??awesome stuff by the way
There is on my patreon. Along with more tutorials. I only post the videos on here. I also have a bunch of mechanics on itch and the construct asset store 👍
@@XanderwoodGameDev tks for answering. Will have a look on it later on. Tks a lot!!
Hi, I'm a beginner in this program, this tutorial is awesome for my practice. Just one question. How can I change the animation of the enemy accourding to direction (four directions in this case)? Thanks a lot for your time.
Hi Juan, thanks for watching. Just add a variable that controls the AI direction. Then set an action that sets the animation = direction.
I dont understand how to track the direction@@XanderwoodGameDev
@@torealexandersen2179 for 4 directional top down movement?
Top down, yes @@XanderwoodGameDev
I'm on construct 2 and I can't seem to find the "move to" so I can't use the move to object command (there's still the move to command without using the move to behavior but it doesn't work, the enemy won't follow the player)
Any solution? Pls
Just use move to and set the x and y to the players x and y
I made a 3D maze and want an enemy to chase me down, the thing is the enemy just phases through the walls. I wanna make him go around the walls.
What behaviours do your enemies have?
Good video sir, it's just that I have a request, what if the calculation of algorithm A star is applied to Construct.?
I don't know what that means.
@@XanderwoodGameDev Sorry sir, maybe we know that c2 adopts the a* algorithm in pathfinding, well.. if we follow the formula, f(n) = h(n) + g(n).. how do we implement it inside c2.?
im working on a 2d maze game right now, is it possible for you to create a video where the enemies walk in a continuous pattern, however when the character touches the enemy, the enemy has an attack animation and then the character disapears and the game is reset. im placing down a timer for each lvl and also a lives counter to, just wanted to see if this was possible.
Yes this is definitely possible. I'll create a tutorial on it but I can't guarantee when I'll have time. I have a patreon and fiverr services if you want me to make this for you quickly.
What about for a side scroller platformer game how do you make pathfinding to the player for that
Good idea. I have a channel on my discord for tutorial suggestions. Could you leave it there so I don't forget?
@@XanderwoodGameDev i will do that in the morning as soon as i can i'll have my alarm set
I have been trying this out and there is something I don't get. Is there a way to make enemies not overlap with solids? When I add solids as obstacles for pathfinding, enemies can't go through them (as they should), but I feel it's only their origin point that doesn't go through the solid and not the rest of the sprite, which overlaps with the solid. Thank you in advance ( ╹▽╹ )
Yeah, in the properties there are setting for the objects that create padding around them making them bigger or smaller in terms of size which will stop them from moving over and through solids.
@@XanderwoodGameDev You don´t mean the collision polygon, right?
The enemies seem to follow the player but stop at a distance from the player, how should I fix this?
Is random wandering a thing? How bout a tutorial on that?
Yep it is. I can do a tutorial for that 👍
Great job your tutorials are getting more advance why not do another tutorial series building a game from scratch but with more advance techniques.
Yeah I will definitely be up for doing that, I just need to finish my off road series first which should hopefully be just a few more episodes. I have too many projects on the go... my RPG game, the upcoming Blackthornprod Jam, my Off Road series and the collab stuff... haha :)
@@XanderwoodGameDev Cool man, it’s good to busy just don’t burn yourself out.
And how to animate the enemy during such a patrol, when he goes to the left, set the animation to the left, and when he moves to the right, set the animation to the mirror?
Check out my most recent tutorial on animation states.
@ Could you tell me the title of this video?
Thankssssss
No worries
Is it not working if I'm on free edition
Not sure. Depends on the limitations of the free version
@@XanderwoodGameDev okay thank you i got it working
This was pretty cool but the enemy was phasing through the walls!
Oh no, did you manage to fix the problem?
What if i have 2 enemies? Does it need to create a new enemy ai group?
I replied to your other message on this.
Hello, does anyone knows how I can deactivate "optemizing for pixel art" ??? pls help!!!!!
lets go boys easy dubs
your good at coding (:
👍❤
Your so cool
Thank you for watching Mark.
i dont see find path
Double check you have all the correct events as I do in the video.
@@XanderwoodGameDev i found it thx
What if i have 2 enemies? Does it need to create a new enemy ai group?
I can't remember what I said in the tutorial but if you're adding multiple enemies of the same type you can put them in a family and give the family all the behaviours. You may also need a function with a parameter that checks each enemies UID. I cover this in my platformed tutorial series in the lesson on enemies.