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In episode 14 of the Game Development Show’s Second Season, we get enemies to start merging into larger and clusters. We start by ensuring enemies tend to drift together by making them seek each other out, then we handle the collision event and transfer enemies from one core to another, though we do leave the […]
We talked about classes, objects, and instances in last week’s episode, but we thought it might be good to try a different analogy in case it helps the concept sink in for any budding programmers. Unfortunately, GameMaker with GameMaker Language, the tool we use to make games, uses a terminology that differs from that of […]
In this episode, lucky #13, we build a charge across the networked tendrils linking enemies so that if the player tries to cut them at the wrong time, they take damage. We start by making the enemy core controlling all of the units send a charge signal down through the enemies, and then the enemies […]
In this episode, we give the player a way to cut the connections between enemies, and then force the enemies to go their own way with their new AI controllers after being cut off from their origins. Although we do manage to get both tasks done relatively quickly, a few debugging issues take some time […]
In this episode, we return to the enemy AI to revise how we do our clustering behavior, coming up with a much simpler and less processor intensive way of grouping the enemies that fly at the player. To avoid the processor-heavy calculation of each enemy x each enemy (n^n complexity), we instead relegate control to […]