43) Platform behavior again.
I'm currently designing enemies and it's kinda hard to define their behavior. What I want to achieve is this: The enemies are patrolling - which means they walk left for x amount of pixels, stop and go to the idle animation, then they turn around, walk x amount of pixels, stop and go to idle, etc. etc.
Very basic stuff. The problem is this one: I want the enemies to move based on the platforming behavior, since it already has all the stats set-up. The speed, gravity, jumping, everything. But it's kinda hard to define right now (at least I don't see how it could be done efficiently) that the enemy should walk from his current position to X:360 and from X:360 to X: 1200, etc.
That also makes it hard to take control over the character in cutscenes - usually, what do we do in cutscenes? We set the player inputs to ignore and run an event, so that the designer can 'take over' for a while.
It'd be cool to have a couple more actions with which we could actually control our characters behavior in form of simple events.