Ok, here we go.
Enemy system has been improved. That means:> Look at the enemies, the system has changed slightly so you should still get what's going on if you understood the old system. Just that now you do not have to put in some lines of code that you had to put in before. All you do is the following:
1) Write down the standard properties (if you want to change them)
2) Use "enemy_set_ai" to initialize an AI and initialize the properties that come with it, same goes for "enemy_set_behaviour"
3) Set properties of said behaviours.
Done!
Several properties and variables are now more or less tied to certain behaviour/ai scripts, so they won't be loaded unless the appropriate AI or Behaviour needs them. That saves time and space at runtime and makes a couple of things easier.
New AI:ai_basicShooter --- A sniffit, basically. Has its own properties.
ai_bullet --- A bullet, basically. Self destructs when it hits a wall. (Not to be confused with a bullet bill!)
If you want information which properties/behaviours/AIs are available at this point go to the first post and look for the
Enemy Kit property list.
This one will be updated every time I add new properties/behaviours/AIs, so be sure to have the most recent
Other minor changes I've made:-Luigi's flutter jump is now fixed. It doesn't work anymore when he ducks and the animation has been improved.
-Player can no longer grab ladders when he's ducking.
-I added a "Sniffit" to demonstrate both the ai_basicShooter and the ai_bullet. It's basically a shyguy that shoots.
-Fixed the jumping animation. For some reason I've animated the jumping in the wrong order which looked awkward.
-Death has now a 1 second sleep before falling off screen.
That should be everything that's significant.
Attached File ( Number of downloads: 20 )
cfp_engine_v0_15_12.gm6