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In this video, we designed a flying enemy. Our enemy performs ranged attacks and uses the 'fireball.tscn' scene we prepared in the previous video. Since we didn’t add a collision mask during the enemy design, it can fly without colliding with any objects. Additionally, thanks to the 'randompatroltimer' variable, it exhibits more natural movement when it's not following us. When it’s chasing us, its speed keeps increasing, making it a really fun enemy. When you start tweaking the sizes of areas and variables to suit your project, you’ll achieve much more efficient results. In a few days, I will share a video of a spinning enemy with you. If there are specific enemy videos you'd like me to prepare, don’t forget to mention them in the comments. Keep Deving... For those who may be a bit lazy 😅, short on time ⏰, or simply want to support me 💪, I’ll also be sharing the enemy code used in the videos on my Patreon account. Here is my Patreon page / twodevbrothers Click the link below for the full playlist : • Mastering Enemy & Boss AI in Godot 4 - Com... You can download assets: https://xzany.itch.io/flying-demon-2d... #2d #2dfighting #boss #bossfight #coding #enemyfight #gdscript #gamedev #gamedevelopment #godot #godottutorial #godot4 #indie #indiegame #pixelart #pixel #platformer #platformergames #2dplatformer #statemachine #animationplayer #precisionplatformer #indiegamedev #ranged #EnemyAI #rangedenemy #AIProgramming #GameMechanics #BossBattle #PixelArtAnimation #ActionPlatformer #LevelDesign #EnemyDesign #RetroGaming #GameArt #2DAnimation #GameDesign #IndieDevTips #PixelArtGames #GodotGameEngine #GameAI #ActionGame #IndieDevJourney #GameProgramming #IndieGamesCommunity #GodotEngineTips #GameDevLog #IndieDevLife #IndieGameArt #PlatformGameDesign #CodingTutorials #GodotCommunity #PixelDesign #GamedevTutorial #PlatformerBossFight Chapters: 0:00-0:10 Intro 0:11-0:42 What We Will Do In This Video, 0:43-4:08 Character Setup and Animations 4:09-6:10 debug-PlayerDetection-State 6:11-6:38 RandomPatrolTimer 6:39-7:24 "State-FiniteStateMachine" Code 7:25-10:08 Enemy Coding 10:09-12:38 Extended State Coding 12:39-13:00 Ranged Attack Call from Animation 13:01-14:02 Extended State Coding-Continue 14:03-17:10 Test