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- Sep 1, 2015
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I've been looking up enemies that follow the player and then upon event touch a battle starts. But that means every enemy sprite makes a B-line to the player. Is there a way to modify this without including script, plugin or parallel process?
I don't mind parallel process actually, I do like using them. But I 've heard too many can cause lag. (If anyone can explain how to use many parallel and prevent lag, I'm all ears)
I currently have a switch that flips on and attracts them to the player. But I only want them to go after the player if the player is nearby. Any suggestions please?
Edit1: Here's an idea. When the switch is on, can the enemies run parallel to go toward the player? But maybe a condition running with coordinates somehow so they don't all go after the player. But what if there is like 25 enemies on the map. Is that a good idea or bad? Is there even a limit for enemies that run parallel that go after the player?
I don't mind parallel process actually, I do like using them. But I 've heard too many can cause lag. (If anyone can explain how to use many parallel and prevent lag, I'm all ears)
I currently have a switch that flips on and attracts them to the player. But I only want them to go after the player if the player is nearby. Any suggestions please?
Edit1: Here's an idea. When the switch is on, can the enemies run parallel to go toward the player? But maybe a condition running with coordinates somehow so they don't all go after the player. But what if there is like 25 enemies on the map. Is that a good idea or bad? Is there even a limit for enemies that run parallel that go after the player?

