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Advanced Topdown Shooter Engine


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#21 The Rock Abdo

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Posted 23 March 2011 - 01:39 PM

Thanks For This :)
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#22 rickystickyman

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Posted 26 March 2011 - 12:58 AM

I've now gotten this up to 9 weapons. It is a lot of fun, and it is pretty cool how it works. Pretty flexible with what you can do. Messing with guns like making a minigun that shoots grenades that blow up into grenades!
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#23 Kalvin104

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Posted 16 February 2012 - 12:15 AM

nice, I am making a futuristic top down shooter and I got enemy AI kinddd of sorted, a really nice weapon array system I made, decent player movement, o.k collision, but mainly I need inspiration for graphics. ( as they suck )
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#24 Newly Discovered

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Posted 16 February 2012 - 07:50 AM

I'm happy to see people are still making good use of this engine. Good luck with your project =D
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#25 ThunderSound

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Posted 16 August 2012 - 01:10 PM

I really liked this engine , i'm currently using it in my top-down game , but i want the Gaurds AIs to return to their position if spotted = 0 , but i didn't know what to change and how to do it ?

#26 ThunderSound

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Posted 16 August 2012 - 01:10 PM

I really liked this engine , i'm currently using it in my top-down game , but i want the Gaurds AIs to return to their position if spotted = 0 , but i didn't know what to change and how to do it ?

#27 ThunderSound

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Posted 16 August 2012 - 01:13 PM

I really liked this engine , i'm currently using it in my top-down game , but i want the Gaurds AIs to return to their position if spotted = 0 , but i didn't know what to change and how to do it ?

#28 Newly Discovered

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Posted 24 August 2012 - 05:14 AM

I imagine a good way to do it is to use mp_potential_step, then setting the target x, target y, speed he moves, and to set false for checking all instances while walking there.
I haven't tested this, but it should work, or at least help get you what you want.
Good luck!
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#29 Katipo Games

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Posted 30 August 2012 - 04:22 AM

hey sorry if this is dead but i have a question (i properly could find out how to do it but im not sure of the best way) :/

how would i make it so if they haven't seen the player in a while they return to the not seen state (as in don't chase him) thanks :)

P.S Great engine!!! :D
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#30 epicpiedude

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Posted 17 November 2012 - 12:43 PM

@Katipo Games:
if(spotted=1&&alarm[/*insert a number here*/]<0)
{
alarm[/*same number as before*/]= /*Number of seconds you want them to wait, then x30*/;
}
In the alarm event that you chose:
spotted=0
If the player is still in their line of sight, they'll see him again; but if he's hiding, they won't.
Also, if anyone is interested, I improved the AI (now they have half as much health as the player to even things out a bit) and added three new types of enemies:
A scout, that runs around really fast with low health and can alert his team if he sees you
A heavy enemy, that moves very slowly but with a high fire rate
And an artillery enemy, that moves very slowly but launches grenade instead of bullets
I also added an Ammo replenish crate, a Health replenish crate, and improved the reload system (instead of 6 reloads you have a certain number of rounds)
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