I'm wondering what kind of methods are most commonly used in platform games (such as the Super Mario games) for programming enemy movement patterns. I've heard of people using a secondary Platform Movement Object for more advanced enemy movements, but I just wanted to get some ideas of what most people use in MMF2 when dealing with enemies. I don't really need examples, just a quick explanation of what you do would be great. (I just want to make sure using mostly the Path Movement isn't a very bad idea, really )
I use internal detectors and lots of unrolled loops because i'm too stupid to work out how to make fastloops work with multiple instances of the same object.
But hey it works. You can see from this example. (37 seconds onwards).
It depends on the complexity of what you you're trying to achieve.
I wouldn't use the path movement, because it doesn't give you enough flexibility.
However, if you don't need enemies to respond to gravity, you could just use the built-in bouncing ball movement (limit it to left/right), and have the enemy bounce when it hits a wall or an invisible marker positioned at each end of the platform.
If you need something more complex (esp. if the scenery is not fixed), then I'd do what AndyUK suggests. I always use a custom movement (not the PMO) with embedded collision detectors.
eg. http://skydrive.live.com/redir?resid=B1E7EE094271BBDA!515
I agree with Sketchy, a custom movement allows for much more flexibility in your games. Like jumping and falling for your enemies.
But of course if an enemy just needs to walk along a horizontal line, then he would just get some code from me that makes him move left or right (could be bouncing ball, could be xpos=xpos+2 or xpos=xpos-2) and some boundaries, which are invisible or made up of the level elements itself.