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mp_grid_path

  1. M

    How to check the possibility of walking along the path?

    Greetings, can someone please advise me, how can I check whether an object has the ability to pass along the path or no, in real time? I tried to get away from mp_grid_path, but unfortunately it doesn't work as I though: mp_grid_add_instances(gr_id, Owall, true); //check likeexistence of...
  2. M

    How to make "path_start / mp_grid_path" one after the other?

    Greetings, can someone please help me? Is it possible to make my object move to one coordinate first and then to another? I use the method past mp_grid_path and path_start, but so far the object moves only along the latter path in statements and I think I'm missing the point with path_endaction...
  3. W

    Mask based mp_grid_path, instead of point, looking for alternatives

    Hi, I'm trying to use `mp_grid_path` for my object but it doesn't work correctly because my object mask size is greater than tile size, and it will stuck in the computed path. I implemented my own version of mask based a* search, it's working but it is very slow. The code...
  4. D

    mp_grid_path failing when player collides

    Hello, i've been experimenting with mp_grid_path and i kinda reached a cool pathfinding with it, it's making the enemy avoid the solids i have, but for some reason he just drops the path once i collide with certain walls. On the pictures you can see his draw_path on the ground and that he...
  5. T

    SOLVED mp_grid_path not being followed, object flies off or doesn't return to passive path

    I have an mp_grid setup that works during the aggro state just fine, but the passive state only works when I add && (path_index == -1) to the if (mp_grid_path(...)) statement. However, this causes the object to not return to its passive path once the aggro state is left. Without the &&...
  6. Hychan

    SOLVED Mp_grid_path function diagonal paths not trying to move through diagonal walls

    I'm working on a turn-based game similar to chess, where every piece can move to the eight adjacent tiles every turn. For path finding for the enemy pieces, I'm using GML's built in mp_grid_path functions to build a grid which is 12x12, and creating cells where each piece is except for the...
  7. S

    SOLVED place_meeting collision detection flip-flopping between true and false, with the same value

    I'm working on a little top-down RPG kinda game. And am making a path-finding system for npc's. Cutting the fluff, i'm having trouble with some collision detection. I was debugging for several hours until i narrowed my problem down to this. What you're looking at here. Is a path generated with...
  8. C

    Problem with mp_grid

    Hello, I've started with make a point and click game, but I have problem with code functions which allow the player to move avoiding objects as desks or walls. I found topics with mp_grid but not sure how it works. Below my code. My objRay (main character) Create event: x = 1320; y = 928...
  9. M

    mp_grid question

    Just got back into GM as a hobby and am having some problems with MP_grid_path. I have a 20x25 ds_grid with static walls, static enemies, and floors on it and I have a mp_grid with all that plus fog. I have it set up so when you mouse over a square where you want to move draw_path() does its...
  10. D

    GameMaker The path found by mp_grid is not actually passable.

    Hi guys, i'm new to GMS, it's nice to be here. I fixed the issue, see the second post.
  11. L

    Strange issue with mp_grid_add_instances

    I'm working on a grid-based game and I'm trying to implement navigation. I have added some solid objects to grid cells and want to make them unpassable. I have the following code which is in a script called by my player object's step event: // Convert the clicked screen coordinates to grid...
  12. I

    Legacy GM [SOLVED] Player and NPCs getting stuck using mp_grid_path

    Hi, I've been having been having an issue with mp_grid_path that I've been playing with for a while and been unable to fully solve. I've got characters in a point & click game - the player and any NPCs. The way I'm doing thing is to have a separate object at the base of the sprite that is the...
  13. D

    mp_grid_path precision?

    I use a pathfinding but the movement of the object looks very square. And I would like it to be rounder. I have used path_set_kind and path_set_precision but it doesn't works :(
  14. A

    Legacy GM mp_grid_path : Adjust path goal [SOLVED]

    Hi guys, I'm trying to find a way to adjust the final point of a path if there is no path to the selected point to reach. The only solution I found make the game crash after a certain number of time of moving units to the "adjust" path goal. For now my code looks like this, if you right click...
  15. Coded Games

    Windows Does mp_grid_path use Dijkstra's algorithm?

    Title says it all. Working on an assignment for my Data Structures class and was wondering if I could use it as an easy way to visualize paths.
  16. T

    Legacy GM [SOLVED] What might be causing mp_grid_path to fail?

    Hey all, Title says it all really. I have a character that follows sounds (or the player if he sees them). After reaching the end of their 'investigation' they will wait 6 seconds and then return. However the mp_grid_path call keeps failing, and the character is not returning to their...
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