NazGhuL
NazTaiL
Hi! Standard top down 2d game, no physics enabled.
I tried something different. Instead of choosing a path on a grid and force my 'enemies' to follow it strictly, I force them to 'move toward' the next free 'cells' in sight by emulating a gamepad input by the player. Using the same rules as the player like collision, slippy ice and bouncing walls. I just need to provide a speed and a direction. When destination is reached, change the direction toward the next one, ect. That needs more tweeking, because you have to take the friction in mind. (Circling enemy around a point on ice!)
What makes you choose between a more fixed pathfinding and a more 'physics' like one. (It's been a while since I used gms physics in a game, if I remember correctly you can't really manipulate x and y, you better use impulse and torque, etc...)
I tried something different. Instead of choosing a path on a grid and force my 'enemies' to follow it strictly, I force them to 'move toward' the next free 'cells' in sight by emulating a gamepad input by the player. Using the same rules as the player like collision, slippy ice and bouncing walls. I just need to provide a speed and a direction. When destination is reached, change the direction toward the next one, ect. That needs more tweeking, because you have to take the friction in mind. (Circling enemy around a point on ice!)
What makes you choose between a more fixed pathfinding and a more 'physics' like one. (It's been a while since I used gms physics in a game, if I remember correctly you can't really manipulate x and y, you better use impulse and torque, etc...)