You can make so many different kinds of video game enemies just with the square movement extension, but of course you can do a lot more than just that with GDevelop. 👍 -Wesley
Great stuff! I love that you include both basic enemy AI and more advanced strategies (which are still easy to do!). One request: Can you make the bees say "Ya like jazz?"
I don't know how but develop is really improving I've seen a video from 2015 and its interface is not that good but now it's very easy. really appreciate it
Allright. The Boids Movement extension is by far my favorite. I've just discovered it!! It gave me the idea of making my main character approach the enemy to attack them.
As always this is really helpful for every level of game maker who's using GDevelop. Please add an else function, sometimes there's one condition that I don't find intended to do, as checking if the sprite is flip or not, that something that l can use the else case to avoid redundant conditions
Damn thats useful! Thanks Wesley! It solves problem with overlapping enemies too (those fishes movements looks incredible). And also with distance chek you dont have to create enemy's vision hitbox manually. Oh it so much simpler with this information!
Thanks a lot! This made me discover the Boids Movement and it just became so much easier to make things follow the player, not just enemies but power-ups as well!
Isso não é um tutorial e sim um vídeo de demonstração. É muito rápido e tem muitos detalhes ocultos. Seria muito interessante se fosse disponibilizado o Json do exemplo.🤔
the fact that you made a primal aspid might spark the idea for someone to make a hornet from silksong and some hollowknight silksong enemies in gdevelop, maybe ill do it, but anyway, this vid is very useful as the idea for my first ever game is a cat with a gun who protects a cardboard box from slimes, except i didnt know how to make enemy slimes, thanks!
really amazing! just one issue, when enemy is turning it has to wait for one of them to do it then both enemies will turn. idk how to explain it but its only working for one enemy
Can there be a video on how best set up conditions and actions that control animations based wether a button is held, pressed, or released. I often run into a problem where animations that don't finish playing, play in an instant, or dont play at all unless those actions are accompanied by a bunch of variable that are set as booliens. I feel like i am approaching this process the wrong way.
Hello..i try to use this inside my project but when theres 2 enemy at different places it will follow the 1st enemy movement, when 1 enemy attacking, other enemy when collide with wall didnt turn untill the 1st enemy start walk again. How i can fix this..?
You need to use a "repeat for each instance" event type. Check out our video on the event sheet if you don't know how to add different types of events. 👍 -Wesley
@@GDevelopApp Sorry I think you misunderstood my question. Is the turnaround example less costly than a collision event? or is it the same as a collision event?
Curious but why were the raycast conditions inverted? To make sure the Enemy only fires at the player when they're inside the distance of the raycast and not outside of it?
It's best to reach out to the GDevelop Discord/Reddit/Forums and ask community members there. You'll be able to share screenshots of your work so they can see what's wrong. 👍 -Wesley
im having a issue with everything being blurry when im using 16x16 stuff, and then i maximize the window. what am i doing wrong? i just want my game full screen
The default settings aren't set up for pixel art games. So in your project manager tab, go to settings, and change the scale mode to "nearest" instead of "linear". And you can check the box for "round pixels when rendering", but that depends on the game and what exactly you're trying to achieve. If you've already added images to your game, before changing it to nearest, you'll need to go to resources and uncheck "smooth" image. We have a short on it on this channel that shows this issue. th-cam.com/video/w0Ll7FYhRbA/w-d-xo.html -Wesley
I added a point on the object, in the sprite object's "point" section, and called that point "wallcheck". That's why I'm able to use it when looking for the X and Y of the point. 👍 Hopefully that helps. -Wesley
Hi, How to restore suggested videos in behavior window? I accidentally clicked on X to close the link to the videos. Sorry, another question (I hope it's not stupid), if trunks have PlatformerObject behavior like the main character, how to avoid to make it move together with tha main character? Because if I assign both the PlatformerObject behavior they move the same way.
I'm not sure there is a way to restore them. 🤔 But all of those videos are here on this channel, so hopefully you can find what you need here. 👍 For the trunk enemy, there's a toggle in the platformer behavior for "default controls". Make sure to switch that off, so the arrow keys won't effect the trunk enemies. 👍 -Wesley
@@GDevelopApp Oh sure! The default controls! Thanks! About the videos I tried to delete all preferences in MacOS but nothing. Maybe reinstalling the app will work again. Well, it's not a big problem, as you mentioned all videos are here in the channel.
Was a very helpful tutorial... But there's this problem with the patrolling enemies that when giving them the platformer behaviour they too act like the player whenever pressing the left, right or jump keys... Is it possible to make the enemies independent of the platformer keys??
Right click on an event and in the drop down menu there's an option to create a few different kinds of events. 👍 There's a video here on the channel that goes over events and how they work, it's short like all of our videos. 👍 -Wesley
I tried to do the patrolling enemies, and when I add the platformer behavior, it made the enemy move when the character moved. Am I doing something wrong?
Sorry, I didn't mention it in the video, but you need to disable the default controls in the behavior for the enemy. Just a check box in the behavior when you open up the object. 👍 -Wesley
is it possible to have the ability to send back bullets with melee attack, like attacking at the right time and it goes back to the enemy who shot it at you?
It would be pretty straight forward to reflect them away from the play, do the melee collision trick from the melee video and then stop forces and apply a new force to the bullet based on the angle between the bullet and the player. To reflect a bullet back at the specific enemy that shot it would take more work. You'd probably have to use the "link" action to link the bullet to the enemy that fired it, and then when you reflect the bullet, use the "take into account linked objects" condition so you can can pick the original enemy that fired that bullet and use that to get the position to reflect the bullet toward. Definitely possible, just a little tricky. Hope that helps. 👍 -Wesley
@@adi1161 I would try changing the order the linked object condition is in among that events conditions. 🤔 But for some extra security, you could try changing the "state" of the object. Either changing it's animation or a variable inside the object and use that state in the conditions to make sure the melee attack only picks objects that just had their state changed. Hope that helps. 👍 -Wesley
@@GDevelopApp I love how the community tries helping everyone like this is a problem not everyone would face, but the creator still decided to take their time to help, the best community istg. so much love to 4ian and the other creators along with obviously helperwesley. also i managed to make it work, today i'll post about it on the reddit
Hi, can you help me get my enemy2 to shoot in the Space Shooter Tutorial. I am missing something from the tutorial and it is making me crazy! We have followed the tutorial and not sure why we have no shooting.
If I want the enemy to wait a while between shots when I am in range, how can I set that up using this code? Cause now it toggles between attack and idle really fast.
In the case with the walking stumps, I used the walk animation as one of the conditions for shooting, and the walk animation only plays when the idle animation is finished. So while the enemy is idle, it shouldn't try to shoot at the player. If everything is set up right, you can increase the length of your idle animation to make the time between attacks longer. Hope that helps. -Wesley
The platformer behavior. Just be sure to uncheck the "default controls" toggle in the behavior for the enemy, so the player isn't controlling them with the arrow keys. 👍 -Wesley
Can you tell me how to do that orb thing following player? I understand that its boid movements, but mine doesn't work like yours. it alwas goes to the center
Hello I hace a problem and idk if you can help me well the problem is that i created an enemy and all the code (also I used the melee combat code ) buuuut when i want to add more enemys like in the video something bad happend it is like all the enemy's are trying to copy the first enemy and it is not the idea and idk how to repair it can someone help me
Link to the artist's itchio page is in the bottom of the description! 👍 Pixel Frog. Some of their art is already in engine, but they have another pack with enemies that haven't been uploaded yet. -Wesley
Hey Wesley! the enemy is shooting but it does not stop (Like in Idle). I think it is because of idle animation can you tell me how to setup idle animation please ? Thanks ( In Short My Question is how to make the enemy stop when he is shooting ? )
Try watching the changing animations video on this channel, but if you're still having trouble, open the game example "conviction of gundude". It's enemies use a similar system, so you can open that up and see how they work compared to yours. 👍 -Wesley
@@GDevelopApp the example mentioned is for a top down game and some of the code does not match the the example in the video. I have followed your instruction exactly and my enemy AI does not want to move out of idle or shoot at all. One more thing that you forgot to mention in your tutorial, that the wall collision should be a point detection collision in the condition. I apricate the tutorial and it has helped me with my game but if you could help me out with my problem. Big fan Wesley keep up the awesome work.
Games that I save in the GDevelop Folder randomly disappears and my work will be gone. This has happened two times and the second time I had a copy of it in another folder. Phew! My assets will still be stored tho. Other than that GDevelop is amazing and have been a really great tool for me!
Great Video! But.... I Am Having A Problem . As For The Player I Have set The Default Controls On and Thus It Is Interfering With The Patrolling Enemies Default Controls. Can Someone Help Me?
If you open the enemy object, and go to their platformer behavior, you can uncheck the check box for their default controls. That'll stop them from being controlled by your arrow inputs. 👍 -Wesley
good video 👍, but could you make a tutorial on how object collisions work, how in the platform object, or the behavior of physics 2, I've been having this problem for months, that the cube does not tilt with the triangle as I need, if you can help me I would be very grateful
My code is exactly the same as seen in the video, but I have 2 issues : Passive patrolling works until the enemy detects the player it does the attack animation but no projectile is seen and the enemy just gets stuck in idle position and doesn"t move anymore
hi, I'm trying to make a patrolling enemy from this tutorial but its not working, for some reason my enemy is not moving has anyone else had any similar issues and if so how did they fix it?
Have you watched the in depth sprite object video? And watching the 2 expressions videos on the channel should help with knowing how to use the x/y of a point. 👍 -Wesley
What part of the binding of isaac do you think would be most useful to know? Since the game is huge, there's of course too much to cover in a single video. 😅 -Wesley
Wonderful tutorial! Strange though, I practically copy/pasted the bee coding into my own game (I also had a bee enemy so it seemed to fit!) Everything besides the attacking animation. And for some reason, as the Player gets far enough away to turn the Bee idle again, it teleports around the screen somehow? Very strange, I can't figure it out! I suspect I might have to go into the forums for this one.
It teleports when you get beyond it's range? 😕 That's definitely strange, I can't think of a reason that would happen off the top of my head. Hopefully when you share your events on the forums someone will see why. 🤔 -Wesley
@@GDevelopApp Right?? I thought it was super weird too! I've been working this program for a good 1 1/2 years now, and feel like I have at least a strong (If not fairly basic) understanding of it. Once I get my current request finished on the 'How To' part of the forums, I'll start a new thread and ask for help for my next bit.
@@GDevelopApp Mini update in case you're interested! It looks like what's going on, is when I get far enough to restart the 'Idle' animation, it teleports back to it's 'starting point' on the map, and goes back to doing ellipses. For the life of me I have no clue why that would happen, but at least I have an idea of what is happening at the very least.
@@CrayonQueen Oh wait, is it the old version of the ellipsis behavior? The new version that is coming out soon works with other movements, like forces, the old one might not be able to. 🤔 github.com/GDevelopApp/GDevelop-extensions/pull/591 Try using the rectangular movement extension in place of the ellipsis, the new version of that extension(With tweens) has been released already and works with other movements. -Wesley
@@GDevelopApp Ooooh, I had assumed the new version of ellipsis was already out, yes I must be using the old one currently. I'm excited when the new version is completely out, but yes, maybe until then I'll just use the rectangular movement! Thanks for chatting with me, I *knew* it couldn't have been something I programmed, it felt too off!
Be sure to check out the next video, on "how to make a boss fight": th-cam.com/video/emkqM9I8sQU/w-d-xo.html
Is there a way to include mouse key 3? (The one on the side of the mouse?) Would that potentially be like key pressed, or is that different? 🤔
My back and forth movement is not very smooth like you
Amazing results, I love how it's easy to make new enemies and alter their behaviors. This gives a lot of ideas to build more video games 👀💡
You can make so many different kinds of video game enemies just with the square movement extension, but of course you can do a lot more than just that with GDevelop. 👍
-Wesley
Wow, Florian Rival is here 🥳
@@alexisortizlopez9152 For real man, isn't he the founder of gdevelop?
@@muhammetislambedirbeyoglu3135 Yes, he is the creator of Gdevelop
2:47 Can you give a tutorial on this?
Great stuff! I love that you include both basic enemy AI and more advanced strategies (which are still easy to do!).
One request: Can you make the bees say "Ya like jazz?"
I don't know how but develop is really improving I've seen a video from 2015 and its interface is not that good but now it's very easy. really appreciate it
Allright.
The Boids Movement extension is by far my favorite. I've just discovered it!!
It gave me the idea of making my main character approach the enemy to attack them.
both boss and enemies tutorial, I am truly grateful for the gift of blessing (cuz I am having hard time with enemies AI 😅)
As always this is really helpful for every level of game maker who's using GDevelop.
Please add an else function, sometimes there's one condition that I don't find intended to do, as checking if the sprite is flip or not, that something that l can use the else case to avoid redundant conditions
Damn thats useful! Thanks Wesley! It solves problem with overlapping enemies too (those fishes movements looks incredible). And also with distance chek you dont have to create enemy's vision hitbox manually. Oh it so much simpler with this information!
Thanks a lot!
This made me discover the Boids Movement and it just became so much easier to make things follow the player, not just enemies but power-ups as well!
Isso não é um tutorial e sim um vídeo de demonstração. É muito rápido e tem muitos detalhes ocultos. Seria muito interessante se fosse disponibilizado o Json do exemplo.🤔
Love this video! I would love to see even more advanced ai or more weighted logic. Awesome video as usual
The rectangular movement extension update changes so much things for enemy movements! Way easier to animate them
It does make it a lot easier to make interesting enemies, traps, and even platforms. 👍
-Wesley
the fact that you made a primal aspid might spark the idea for someone to make a hornet from silksong and some hollowknight silksong enemies in gdevelop, maybe ill do it, but anyway, this vid is very useful as the idea for my first ever game is a cat with a gun who protects a cardboard box from slimes, except i didnt know how to make enemy slimes, thanks!
lol i needed this for a hollow knight inspired metroidvania and then you come in with a hollow knight reference
Love the new extensions 🧡
This is amazing! Thank you for the tutorial🙏
You should post this game on gdevelop build, so that newbies can see the entire coding and follow it easily.
Why it's so easy to implement? => Because Wesley is a great teacher and GDevelop is easy to use :)
😳
-Wesley
really amazing! just one issue, when enemy is turning it has to wait for one of them to do it then both enemies will turn. idk how to explain it but its only working for one enemy
This is going the be really useful for the enemies I'm making for my endless vertical shooter.
Definitely, making enemies for a game like that wouldn't be hard at all with the square or ellipsis movement extensions. 👍
-Wesley
Wish you'd show how to properly apply the PlatformerObject to an enemy and disable the controls, that would have saved me an hour of frustration
Thsnk you for explaining how to use raycasting. Very nice. All the other explanantions were nicely done as well
Can there be a video on how best set up conditions and actions that control animations based wether a button is held, pressed, or released.
I often run into a problem where animations that don't finish playing, play in an instant, or dont play at all unless those actions are accompanied by a bunch of variable that are set as booliens.
I feel like i am approaching this process the wrong way.
This is Great Tutorial what we looking for, thanks!
I hope this helps people create more interesting enemies for their games! 👍
-Wesley
Awesome video can you guys make a part two of the enemies like some beat em up enemies or rpg enemies
Gdevelop is so great
Hello..i try to use this inside my project but when theres 2 enemy at different places it will follow the 1st enemy movement, when 1 enemy attacking, other enemy when collide with wall didnt turn untill the 1st enemy start walk again. How i can fix this..?
You need to use a "repeat for each instance" event type.
Check out our video on the event sheet if you don't know how to add different types of events. 👍
-Wesley
Gdevelop needs an Android port it's definitely possible looking at max2d
Great tutorial! It's very interesting to see simple behaviors combined to make complex enemies movement.
That's one of the great things about GDevelop! Making enemies in your game with these extensions is super easy! 👍
-Wesley
this is sick but how do you made the enemy designs and animations?
Thank you very much i am very happy you made my day thanks wesely
hi i was watching the bee attack stuff but what is the event i need to use for the bee to folow me?
Good stuff! cute characters
Is the patrolling enemy turnaround example (wallCheck point inside of Wood) less costly on the engine than a "On collision" event?
Collision events are very costly, better to avoid them where you can. 👍
-Wesley
@@GDevelopApp Sorry I think you misunderstood my question. Is the turnaround example less costly than a collision event? or is it the same as a collision event?
Curious but why were the raycast conditions inverted? To make sure the Enemy only fires at the player when they're inside the distance of the raycast and not outside of it?
Very useful video again tyvm :)
Thank you! Love this videos
Hi, for the walking part in the patrolling enemy, it doesn't work. Please help.....
It's best to reach out to the GDevelop Discord/Reddit/Forums and ask community members there. You'll be able to share screenshots of your work so they can see what's wrong. 👍
-Wesley
how do you make so that when a player is within enemy range, it stopped walking?
a great game engine
im having a issue with everything being blurry when im using 16x16 stuff, and then i maximize the window. what am i doing wrong? i just want my game full screen
The default settings aren't set up for pixel art games. So in your project manager tab, go to settings, and change the scale mode to "nearest" instead of "linear". And you can check the box for "round pixels when rendering", but that depends on the game and what exactly you're trying to achieve.
If you've already added images to your game, before changing it to nearest, you'll need to go to resources and uncheck "smooth" image.
We have a short on it on this channel that shows this issue.
th-cam.com/video/w0Ll7FYhRbA/w-d-xo.html
-Wesley
@@GDevelopApp thank you! always appreciated wesley.
How would you make a stationary enemy always face the player?
I tried to imitate the code for turning but it asks for me to use X and Y positions of the point. In your code it just says "wallcheck" ?
I added a point on the object, in the sprite object's "point" section, and called that point "wallcheck". That's why I'm able to use it when looking for the X and Y of the point. 👍
Hopefully that helps.
-Wesley
@@GDevelopApp I figured out later but it took me a long time 😅 thank you for the reply
Hi, How to restore suggested videos in behavior window? I accidentally clicked on X to close the link to the videos. Sorry, another question (I hope it's not stupid), if trunks have PlatformerObject behavior like the main character, how to avoid to make it move together with tha main character? Because if I assign both the PlatformerObject behavior they move the same way.
I'm not sure there is a way to restore them. 🤔
But all of those videos are here on this channel, so hopefully you can find what you need here. 👍
For the trunk enemy, there's a toggle in the platformer behavior for "default controls". Make sure to switch that off, so the arrow keys won't effect the trunk enemies. 👍
-Wesley
@@GDevelopApp Oh sure! The default controls! Thanks! About the videos I tried to delete all preferences in MacOS but nothing. Maybe reinstalling the app will work again. Well, it's not a big problem, as you mentioned all videos are here in the channel.
how did you make the orb(?) follow the character?
Great tutorial!!
Was a very helpful tutorial... But there's this problem with the patrolling enemies that when giving them the platformer behaviour they too act like the player whenever pressing the left, right or jump keys...
Is it possible to make the enemies independent of the platformer keys??
You can. In their behavior, turn off the toggle for default controls. So your keys don't control them anymore. 👍
-Wesley
Nice video, but i would like to make a turn based game with a grid, and i cant figure out how to program the enemy movement
How do you make enemies that patrol in a top-down game
The mechanics is similar to the enemy movement explained in this video: th-cam.com/video/kEsOhWbvdHc/w-d-xo.html
How do I do the “repeat for all instances” condition?
Right click on an event and in the drop down menu there's an option to create a few different kinds of events. 👍
There's a video here on the channel that goes over events and how they work, it's short like all of our videos. 👍
-Wesley
Thanks Gdevelop!
I tried to do the patrolling enemies, and when I add the platformer behavior, it made the enemy move when the character moved. Am I doing something wrong?
Sorry, I didn't mention it in the video, but you need to disable the default controls in the behavior for the enemy. Just a check box in the behavior when you open up the object. 👍
-Wesley
@@GDevelopApp Thanks!
hey, I think it would be cool to explain the topic of spatial sound
not able to work out patroling eneies
is it possible to have the ability to send back bullets with melee attack, like attacking at the right time and it goes back to the enemy who shot it at you?
It would be pretty straight forward to reflect them away from the play, do the melee collision trick from the melee video and then stop forces and apply a new force to the bullet based on the angle between the bullet and the player.
To reflect a bullet back at the specific enemy that shot it would take more work. You'd probably have to use the "link" action to link the bullet to the enemy that fired it, and then when you reflect the bullet, use the "take into account linked objects" condition so you can can pick the original enemy that fired that bullet and use that to get the position to reflect the bullet toward.
Definitely possible, just a little tricky. Hope that helps. 👍
-Wesley
@@GDevelopApp there is a problem i end up facing, if the enemy shoots one more arrow, the forces also get applied to it
i tried using pick the nearest and for now it works perfectly but sometimes i can see the bugs
@@adi1161 I would try changing the order the linked object condition is in among that events conditions. 🤔
But for some extra security, you could try changing the "state" of the object. Either changing it's animation or a variable inside the object and use that state in the conditions to make sure the melee attack only picks objects that just had their state changed.
Hope that helps. 👍
-Wesley
@@GDevelopApp I love how the community tries helping everyone like this is a problem not everyone would face, but the creator still decided to take their time to help, the best community istg. so much love to 4ian and the other creators along with obviously helperwesley. also i managed to make it work, today i'll post about it on the reddit
How do i learn the g develop software. I need a complete guid on all the events and what they do and mean
I can't find Rectangular Movement Extension
Hi, can you help me get my enemy2 to shoot in the Space Shooter Tutorial. I am missing something from the tutorial and it is making me crazy! We have followed the tutorial and not sure why we have no shooting.
hello Wesley. Is there a debug mode to visually show the raycast?
If I want the enemy to wait a while between shots when I am in range, how can I set that up using this code? Cause now it toggles between attack and idle really fast.
In the case with the walking stumps, I used the walk animation as one of the conditions for shooting, and the walk animation only plays when the idle animation is finished. So while the enemy is idle, it shouldn't try to shoot at the player.
If everything is set up right, you can increase the length of your idle animation to make the time between attacks longer.
Hope that helps.
-Wesley
Why does my trunk just slide instead of instantly turning
My back and forth movement is not very smooth like you
what behavior do you need to simulate the rigjt/left press for the tree trunk?
The platformer behavior. Just be sure to uncheck the "default controls" toggle in the behavior for the enemy, so the player isn't controlling them with the arrow keys. 👍
-Wesley
Great video 💙
how did you get the " repeat for each instance of trunk"?
neverrrrmind lol
what are the red arrows near some of the code
Can you make a video explaining how to make a chain? Rope
I am facing problem when I add Platformer behavior in my enemy it moves with my character please help me.
Uncheck default controls I think
How to do that?@@dustboii
@@prisma3dofficial Double click your character go the behaviors tab. Towards the top uncheck default controls.
done easy peasy.
Can you tell me how to do that orb thing following player? I understand that its boid movements, but mine doesn't work like yours. it alwas goes to the center
what is the game called
Hello I hace a problem and idk if you can help me well the problem is that i created an enemy and all the code (also I used the melee combat code ) buuuut when i want to add more enemys like in the video something bad happend it is like all the enemy's are trying to copy the first enemy and it is not the idea and idk how to repair it can someone help me
I had a similar issue with projectiles. I think it's because they all listen to the same code basically. Did you fix it?
@@MrSnakexxxx actually no. Ten Only way that I find is copying all the code and Duplicating the Object.
Great video!
Where did you get the cute trunks enemies btw?
I love them
Link to the artist's itchio page is in the bottom of the description! 👍
Pixel Frog. Some of their art is already in engine, but they have another pack with enemies that haven't been uploaded yet.
-Wesley
Hey Wesley! the enemy is shooting but it does not stop (Like in Idle). I think it is because of idle animation can you tell me how to setup idle animation please ? Thanks
( In Short My Question is how to make the enemy stop when he is shooting ? )
Try watching the changing animations video on this channel, but if you're still having trouble, open the game example "conviction of gundude". It's enemies use a similar system, so you can open that up and see how they work compared to yours. 👍
-Wesley
@@GDevelopApp the example mentioned is for a top down game and some of the code does not match the the example in the video. I have followed your instruction exactly and my enemy AI does not want to move out of idle or shoot at all. One more thing that you forgot to mention in your tutorial, that the wall collision should be a point detection collision in the condition. I apricate the tutorial and it has helped me with my game but if you could help me out with my problem. Big fan Wesley keep up the awesome work.
Is there any way to make some randomness in what the enemy does?
Great tutorial! But how do you make that blue orb follow you?
it might be with the shadow clone extension
Why no one makes videos about websockets and database such as mongodb or sqlite
Games that I save in the GDevelop Folder randomly disappears and my work will be gone. This has happened two times and the second time I had a copy of it in another folder. Phew! My assets will still be stored tho.
Other than that GDevelop is amazing and have been a really great tool for me!
There is a behaviour that links sprite flipping etc with the platform character behaviour so you don't have to use points or other events
hello i cant get the thwomp to drop down my coe looks the same as yours
but how add life bar to the enemy and die in the bullet
Great Video! But.... I Am Having A Problem . As For The Player I Have set The Default Controls On and Thus It Is Interfering With The Patrolling Enemies Default Controls. Can Someone Help Me?
If you open the enemy object, and go to their platformer behavior, you can uncheck the check box for their default controls. That'll stop them from being controlled by your arrow inputs. 👍
-Wesley
@@GDevelopApp Thank You :)
It Worked 🥳
What about enemies that don't move? like piranha plants
just make player die when touched
good video 👍, but could you make a tutorial on how object collisions work, how in the platform object, or the behavior of physics 2, I've been having this problem for months, that the cube does not tilt with the triangle as I need, if you can help me I would be very grateful
To create custom collision masks for a physics object, you need to do it from the physics behavior.
th-cam.com/video/cPwUh1669Gs/w-d-xo.html
-Wesley
My code is exactly the same as seen in the video, but I have 2 issues : Passive patrolling works until the enemy detects the player it does the attack animation but no projectile is seen and the enemy just gets stuck in idle position and doesn"t move anymore
im having the same issue you ever get it to work
hi, I'm trying to make a patrolling enemy from this tutorial but its not working, for some reason my enemy is not moving has anyone else had any similar issues and if so how did they fix it?
Can someone tell me how he set behavior because my char is moving only in clock wise
My walking enemies turn at the same time is there a way to fix
The "for each object" event type, so it checks each enemy object individually instead of just checking if the condition is true. 👍
-Wesley
Could anyone tell me please, Why the Bee Attacking is not work?
Uhh I Can't Find The Simulate pressing Right thing
Does your object have the platformer behavior?
If it does, then try searching using the word "platformer" instead of "simulate".
-Wesley
1 rock working then 2 not how to fix it ???
I don’t get it at all, im so confused, all I want is to flip the enemy using that point thing but I don’t know what things to use to do that
Have you watched the in depth sprite object video?
And watching the 2 expressions videos on the channel should help with knowing how to use the x/y of a point. 👍
-Wesley
@@GDevelopApp ok I’ll give them a watch thanks man
@@GDevelopApp I do have one question if you don’t mind, what behavior allows for simulate pressing.😅
can you give me GDevelop file for this??? i cant see full code i cant make my Flying Enemies attack
Thx
Pls gdevelop can you make a tutorial how to make a the binding of isaac like game.
What part of the binding of isaac do you think would be most useful to know? Since the game is huge, there's of course too much to cover in a single video. 😅
-Wesley
what is the repeat for each intance of bee at 6:03
It's one of the event types, be sure to watch the events video in the intro tutorial playlist on this channel. 👍
-Wesley
Wonderful tutorial! Strange though, I practically copy/pasted the bee coding into my own game (I also had a bee enemy so it seemed to fit!) Everything besides the attacking animation. And for some reason, as the Player gets far enough away to turn the Bee idle again, it teleports around the screen somehow? Very strange, I can't figure it out!
I suspect I might have to go into the forums for this one.
It teleports when you get beyond it's range? 😕
That's definitely strange, I can't think of a reason that would happen off the top of my head. Hopefully when you share your events on the forums someone will see why. 🤔
-Wesley
@@GDevelopApp Right?? I thought it was super weird too! I've been working this program for a good 1 1/2 years now, and feel like I have at least a strong (If not fairly basic) understanding of it. Once I get my current request finished on the 'How To' part of the forums, I'll start a new thread and ask for help for my next bit.
@@GDevelopApp Mini update in case you're interested! It looks like what's going on, is when I get far enough to restart the 'Idle' animation, it teleports back to it's 'starting point' on the map, and goes back to doing ellipses. For the life of me I have no clue why that would happen, but at least I have an idea of what is happening at the very least.
@@CrayonQueen Oh wait, is it the old version of the ellipsis behavior?
The new version that is coming out soon works with other movements, like forces, the old one might not be able to. 🤔
github.com/GDevelopApp/GDevelop-extensions/pull/591
Try using the rectangular movement extension in place of the ellipsis, the new version of that extension(With tweens) has been released already and works with other movements.
-Wesley
@@GDevelopApp Ooooh, I had assumed the new version of ellipsis was already out, yes I must be using the old one currently. I'm excited when the new version is completely out, but yes, maybe until then I'll just use the rectangular movement! Thanks for chatting with me, I *knew* it couldn't have been something I programmed, it felt too off!
Looks complicated, please could gdevelop team just turn them into behaviors...all of the properties.
2:51 I need help making that bit
make a video for top down RPG
the enemy in patrolling enemy doesn`t walk .
What do you mean?
-Wesley
Actually I don't know which kind of behavior used, cos I tried top-down, rectangular, and platform. It's didn't worked with me.
@@некого-г8ъ The platformer behavior is the one you need. 👍
-Wesley
WOW.
Slammer not work
Which part?
-Wesley