Enemy AI
Enemy AI
this shit is hard. i don't know what's going on. I had to follow a tutorial to understand how this plugin works. I'm getting some of it, but most of it is just out of my control gibberish. this image is me baking the navigation polygon into my tileset (big godot lingo to confuse normal people).
I undestand this part sure, but my whole tileset is being seen as a wall instead of a floor and i have my slime doing a jump function anytime it's on the floor and on a wall. so it should hop up to new platforms but all it does is hop 24/7. not sure how to avoid making the entire tileset a wall but eh, i'll figure it out eventually hopefully.
this is the path i want to see normally. i ended up taking the jump off for the most part. has to be the desired_direction.y < 0 which it's literally always < 0. tried -0.1 and -0.05 and it either jumps or doesn't so it's ok. also added a pretty big area2d detection zone, so when it sees me it goes into attack mode and follows me. i don't know how to make it follow me yet, but i knew previously how to use area2d and collision shapes to have it identify when i enter it or not. want to get it so it stays in that "attack mode" whenever i'm in the area2d, as well as having it follow me.

pretty happy with how things look and feel so far. would like to adjust the player to fall a little faster when coming down from the jump and having more control on the attacks and all that. wish i knew everything i was doing, but i guess that comes with just messing with stuff and trying new things. i'm starting to understand a lot, but then i got a bunch of new stuff thrown up on me that just makes my head go in circles
Get MV
MV
Status | In development |
Category | Other |
Author | visioneternal |
More posts
- Enemy KnockbackMar 08, 2025
- Drop currency / One Way PlatformsMar 06, 2025
- Inventory SystemMar 05, 2025
- Enemy AI / Death StateMar 04, 2025
- Enemy AI movementMar 02, 2025
- Enemy AI MovementMar 01, 2025
- Beyond wackMar 01, 2025
- Player / Enemy taking damage & dead stateFeb 27, 2025
- Auto jump on scene transition fixedFeb 25, 2025
- Scene 2Feb 24, 2025
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