Segmented/Multi-part enemies on the field

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Started by dinobeat 4 posts View original ↗
  1. Hello, first time posting here. I'm currently working on a small scale project, part RPG, part rogue-like, in Ace VX where some enemy units are a single sprite and others may contain more sprites. I whipped up a quick visual example:



    In this case, the idea is to have a serpent composed of a head, tail and X body "chunks". I'm having problems making it so that all the chunks follow the head's movement (the 4-way, step by step default in Ace VX). In essence this is the PC follower logic applied to enemies, but I'm not entirely sure what would be the best course of action - variables, perhaps. Any suggestions on how to get started? Thanks in advance! :)
     
  2. As long as they're at the same speed and frequency, you should be able to copy and paste the move routes. Now, if you're doing a random move route, you'd basically have to make the head random, and the body move toward event.
  3. @AngelGrace: true, though I've had some partial success only with this method, either through standard or third-party script calls.

    Example: just the dragon head and one chunk. When I employ "move toward event", the head will move along and the chunk will follow, but these "followers" don't seem like they repeat, or walk through, the last path walked by the leading chunk. What this means is, the head moves and the chunk will often follow "outside the path", to the point where it will outrun the head and place itself in a way that it will block the head. A simpler explanation would be: if the head moves left, then up twice, the following chunk will move left but also up - no longer following behind the head, but by its side. The end result seems more like the chunks are chasing the head rather than following in the same pattern.
  4. Have you tried having a single part sprite on the map and a multi part battler?