artificial inteligance

  1. W

    Coding AI for a physics based game? too ambitious?

    I've made a physics based 1v1 arena fighter game but I would love to make an ai for the game but I have no idea where to start, is making an ai for that advanced of a game where everything is constantly changing too ambitious/impossible? if not, what's the best way to do it? Here's a trailer...
  2. T

    GML Ally and ememy AI

    I have some code below for a simple ally Ai. However I am not sure how to have the ally drone skip the top code if there are no enemies nearby. If I use if(!instance_exists(obj_Player)) exit; then the ally will just float off brain dead. Very new to coding and not sure what to do here...
  3. R

    Windows AI Museum installation

    Gamemaker taught me to program. I started around 2016 making indie games, Drift 84 actually, which is on the 'made using gamemaker' page on the yoyo website. I quit my job and started making art full time about a year and a half ago. Literally making projections using gamemaker. I build all my...
  4. Lord KJWilliams

    Idea Designing a AI that chooses strategic mistakes for Chess

    I have playing with this idea for a version of chess ( hypothetical ) , using an AI that either chooses strategic choices that are the best against a player , or chooses strategic mistakes that makes the computer player vulnerable to the human player, allowing a possible defeating move against...
  5. S

    GameMaker Platformer Pathfinding. Tutorial

    GM Version: Game Maker Studio 2 Target Platform: All Download: NA Links: https://www.youtube.com/channel/UCQ02JtC2Kbu_PnMPaxBDQEQ Summary: This tutorial deals with platform pathfinding. I made 3 vidéos on Youtube to explain how we can implement pathfinding for a 2D platformer in game maker...
  6. M

    Help with Enemy AI

    So I am sort of new to making action games on gamemaker.. I know how the enemy can punch and kick but the thing is, sometimes when the player attacks, I want the enemy to defend himself against the attacks so it doesn't affect him... However, I don't want him to be constantly doing that as that...
  7. P

    Legacy GM [SOLVED] AI advanced aiming, no idea where to start

    I have a top down shooter, where there is an enemy that will calculate where the player is going to be by the time his bullet reaches the player. He needs to aim in front of where the player is so that his bullets are harder to dodge. I want to use the player's move speed and direction, along...
  8. P

    GML Enemy Path Finding AI

    Can you please help me with the code to have enmies with pathfinding to player and collisions to each other that they willn't stack together? THANKS! :)
  9. G

    GTA 1 Style Car Movement (AI)

    I'm developing a top down game which isn't a GTA rip-off but does require me to make a reasonable simulation of a bustling city. So far I've got a system in place where I move my cars using paths on an MP Grid and they collision check one car-length ahead for a collision with solid objects (red...
  10. C

    Boss AI Spawning enemies, shooting

    so im down to my final boss object for a class project, i want to set him up to spawn enemies and would also like to get him to shoot fireballs, for some reason hes getting stuck in a loop and wont trigger the animation end event that i have set up to spawn the enemy and reset the summon flag...
  11. F

    Legacy GM Pathfinding AI with states

    Hi! I'm making an isometric action RPG using the same finite state machine as heartbeast's RPG-seies. I want to implement an AI-pathfinding system but I can't make it work. What i want is enemies that use the different states but also avoid obstacles such as walls and other stuff. This is the...
  12. J

    Legacy GM DS Grid Based AI [Solved]

    I have been working on a procedurally generated dungeon crawler for the last 2 months, it works quite well apart from the AI. The game is based around a DS Grid which the enemies use to navigate by getting the direction to the player and moving to one of the 8 surrounding cells, the only problem...
  13. T

    controlling the direction path making chooses

    Hi. I have a question about using the 'mp_potential_path_object' command. For my AI there is two ways it approaches things: 1) If two moving objects are on a collision course, it figures out the point of impact. Then it just uses preset responses based on each objects position and direction...
  14. A

    Making enemies avoid each other [solved]

    Hi everyone. I need some advice for setting up enemy pathfinding. I'm working on a variation of a tower defence game where the enemies will advance towards a target, then start shooting it once they get in range. I've set up pathfinding using the grid system and it's working fine except... the...
  15. M

    Legacy GM Path Finding Issue - Path ends whenever player collides with the instance added

    Hello All, I am back again with a question regarding AI and path finding. I am currently using mp_grid as a way for enemy to do path finding, how I set this up is: Create Event: ai_grid = mp_grid_create(0,0,room_width/32,room_height/32,32,32); ai_path = path_add()...
  16. R

    Advanced platforming AI

    So I've been programming in game maker for half a year now as a hobby. I think I've made good progress but I know that most of the techniques I use are mostly "brute force" because I am not experienced with more advanced programming. So I'm Trying to break into building some more advanced AI...
  17. E

    Windows AI stops pathfinding when target collide with something[SOLVED]

    Hello, I have made a platform game and added AI who finds path and then follow the target in this case Player. I made that player can fly, If I fly then Enemy spawns at the "spawner location" and from there he starts following me, BUT if I stop flying, basically if I collide with Grass Enemy...
  18. E

    Legacy GM Making Versatile Enemys/Rockets with multiple "targets"

    I have been wondering if there is a more efficient way for bullets and AI to path find to enemies or allys. one such example is having five enemy's move towards five allies. having this many instances trying to move all with their own codes would result in my trying to code 25 different Ai...
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