[quote:27cduldd]My second question is if anyone with some experience might know a way to improve or further streamline my system. I know its fairly function heavy and I'm not sure if I am going about this in the right way.
Now that the problem with the holywater is fixed, the performance for the game is pretty decent. And using lots of functions are a good idea in my opinion, uses loads my self
The only thing I would do if I were you, depending on how big you plan the game to be of course, would be to split things up a bit in different event sheets. So you have event sheet for Enemies, Player etc. Add one for functions and maybe split them up as well, Enemy_functions, Player_functions.
[quote:27cduldd]A third thing to add in real quick would be any help on enemy AI. I have read what little information there is on Scirra but most of it is for top down games were path finding can be used. Any links or help in this regard would be a great help.
Don't really know a lot about AI in platform games, but most of the time they appear to be rather weak. And seem to follow very few rules. One being that they aimlessly patrol a certain area, going back and forth and the player have to avoid hitting them. Or they attack the player using two settings, which are move to player position or try to keep a certain distance while attacking.
So you could do the same depending on the enemy type, they could be:
Patrolling
Aggressive
Defensive
Then you could mix it up with some things that made it interesting. But would be more like abilities rather than AI. For instant an enemy could use some a cloak ability, that would make them invisible for a few seconds, and when they appear again they appear another place on the screen. But still they would just use the defensive AI, trying to keep distance from player while attacking.
You could add something so some of them create clones of themselves varies places on the screen, which all are attacking the player, but only one of them actually does damage to the player, so its up to them to figure out which are the correct one.
Could be that an enemy went into the ground and after a while would try to grab the player, keeping them in place until they break free. Which could be done by maybe spamming some buttons until a bar is above the break free threshold, kind of like those old summer, winter games. But again such enemy just use an aggressive AI behaviour.
But this is just some examples, but think that would be a good way to spice up the game in regard of AI.
For the AI you have now which is pretty much the aggressive one, I would just add an offset, so the enemy doesn't go exactly on top of the player, but try to stand next to them instead. But anyway don't really know anything about how to make AI for platform games, so might be way off, its just based on what it looks like to me.