Hello everyone :)
I tried to toy around with flow fields for pathfinding. I have an RTS in mind, but working in physics also woke my curiosity in this ;)
To calculate a flow flield, a cost needs to be assigned to every cell, right? Dynamic changes in that aside, there need to be some "fixed...
So I have a pathfinding system working for a turn based strategy game using mp_grids. My problem is best explained with an example.
In the image above, an enemy is pathing to a goal. There are two equally fast paths to get to the goal. In the image below, the enemy will always chose left over...
I have adopted the RTS Group movement system found in the marketplace to create the effect of mobs of units moving towards a single goal (the Player). It works beautifully for moving units and moving them around objects. The only issue I am having is when I try to move a unit around a...
first i am sry for my bad anglish cause its not my first langage
i have a problem, its 3 day i try to fix it but nothing work
i am beginner on gms2 and i try to do a shooter 2d zombi and i just need to know how can i do a pathfinding for zombies
i just want a simple rulle like...
I was testing my game, and I noticed that if I spawn another enemy and use the game_restart() function or go to another room and come back, the enemies start walking through walls. This doesn't happen when I only have 1 enemy, and I have no idea how to fix it. Any help would be appreciated. I'll...
GM Version: Game Maker Studio 2
Target Platform: All
This tutorial deals with platform pathfinding. I made 3 vidéos on Youtube to explain how we can implement pathfinding for a 2D platformer in game maker...
The title already states it..
Is it possible to have grid-based pathfinding work with enemies collide with tiles?
I got a tile layer where i set all my collision tiles. This works fine with my player though.
But for my NPCs the function
needs to have an...
I'm building an RTS-style game in Gamemaker Studio 2. Think Command & Conquer or Dune 2.
I'm having performance problems.
I have to clear and repopulate the room mp_grid multiple times per second to get reasonably acceptable pathfinding from my obj_units. This a slow process because my maps...
I'm looking for an alternative to A* pathfinding and steering behaviours. Those two styles don't operate the way i need.
I have a lot of objects needing to pathfind at the same time so A* cuases slowdowns and steering behaviours are too slow when changing their target x and y.
So I want obj_enemy to follow obj_player (If it can see it with no walls inbetween) avoiding obj_walls. This is what I have as a code:
On the obj_control create event:
On the obj_enemy create event:
Hello everyone :)
I found a link between 2 bugs and this is... quite strange.
It will be a little hard to explain but I will do my best.
Normally, rectangles are drawn to show the path I will follow, it stops to draw under my mouse (like the right side of the picture).
But there is a "+"...
I have a grid and a pathfinding working well and I would like to draw the path depending of my action points like this :
But the actual system I'm using isn't really good and anyway doesn't work anymore since I don't use objects anymore to make my map (I was using the...
I've been developing a flow field for some time now and i'm running out of optimization ideas. Currently, it's just too slow for use in an actual game. I am using buffers, accessors, and making sure my scripts are as lightweight as possible. I already know about separating the map into several...
I have read a few times that the easiest way to implement pathfinding in an isometric game is to handle it all in regular 'top down' code then only use isometric for rendering. What I don't understand is how though.
I have a ds_grid which is filled with isometric sprite tiles that I can render...
So I am making an RTS game and I want it to have a cover system kind of like XCOM, where if you click on a wall, the soldier would take cover on the side closest to it.
I am using a mp_grid as the pathfinder. Does anyone know if there is an algorithm that can help me do this?
Hey, I have a problem regarding enemy pathfinding and how I can make them react to sudden doors closing and things like that.
In my game I have pathfinding for enemies using an mp_grid and mp_grid_path.
It is simple, I create the grid at the start of the room and I modify it if there are any...
I've got an issue where i'm building a grid then putting "walls" in it : the walls are squares of the same dimensions than the grid's cells. But whenever I put walls and "recalculate" the grid, the walls appear ENORMOUS in it : blocking any unit trying to go through a one-cell-width passage...
I think there is a bug with mp_potential_step or something. The linked gif shows the minion getting stuck (the white circle in the bottom left corner) then I switch camera follow object to minion instead of the obj_player and it works fine.
Please see this animated gif for detail...
I've been developing a platformer game whose enemies have a function to follow the player finding paths through "complex" buildings and avoiding obstacles, using platforms and other things, the question I have is: Is it too much for AI to have pathfinding nature? Should I make my AI simplier or...
I programmed an object to use pathfinding to go to a location and then destroy itself. However, the instance sometimes won't reach the end of the path. I find this out using path_position. Some of them stop at 0.83, 0.92 etc. What are the cases where the pathfinding's path won't complete its path?