Pathfinding between points along avtive object? trail (Mario World map)

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Do we have any examples for moving an active object along a path between points? The end result is essentially the way you move Mario between worlds in the SNES Super Mario World map.

  • Hi Ratty, I think your are referring to the Active objects movement Path in the actives properties menu. Select Path for Type, then Edit movement to add point nodes. You can add and name each node (right click over selected node) as needed, and change speed, and set conditions for each named node etc.

    Edit: I don't see an example for the path movement. It is fairly simple :)
    Edit 2: oh, You can also goto node by name :)

    Edited 3 times, last by twister (May 24, 2020 at 4:18 AM).

  • If you're not looking for the built-in path movement - Schrodinger wrote an example for me years ago of moving an object from a placed active object to the next placed active object. Have a look at this thread if it's what you're looking for:

    Please login to see this link.

    Casual games: Please login to see this link.

  • Good call on the recorded path movements. I haven't used those included movements in ages. Build a quick example making smart use of the Path Movement based on board layout. I'll tighten this up a bit if I use it but thought others may find it helpful.

    Please login to see this attachment.

  • To be honest, I just used old kik n’ play legacy paths. You draw a bunch (in my case it was dozens, for SMW it might be a hundred) paths and just use events to run different paths depending on where you are and where you’re going. It’s crude but it works and it’s rock solid as far as I’ve experienced.

    PS: don’t reorder the paths if you have it wired up already, fusion doesn’t update the events to match the new order (as it references paths internally by number) so you’ll have to do it manually.

    Please login to see this link.

    Please login to see this link.

    Please login to see this link.

  • I recently decided I wanted that type of Super Mario overworld movement so I tried using the goto node action. There seems to be a bug hiding somewhere because after walking back and forth between these nodes a couple of times the movement halts at a random nodes in between. Check this out:

    Please login to see this attachment.

  • Hi Vilhjalmr, it'll advance to the next node and stop if you click while in movement, or just double click at start.

    I added another condition
    Active has reached the end of its path > active Stop

    Now it continues on to the end. Hope this helped

  • Actually, on closer inspection I still have the same problem. When adding more nodes the object still halts at different nodes than intended. Can this be overcome by storing node names in alterable strings and force movement somehow? I've tried a lot of different things.

    Please login to see this attachment.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!