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Thread: Basic platform pathfinding

  1. #1
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleFirefly 3D Module

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    Basic platform pathfinding



    RED = player
    BLUE = stairs
    BLACK = walls

    Never handled pathfinding before, but I want my player to get from A to B. Or vice versa.

    It's a grid based platformer split into blocks of 20x40

    looking for suggestions/tutorials/articles for what kind of pathfinding tricks I can use to make a simple engine like this.

    It's to run on android so the less CPU intensive the better

  2. #2
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    Just use normal pathfinding techniques found all over this forum (or use an extension)

    and then just use the walkable tiles as the possible open walk areas. With your example it's super simple since there's literally only one right way to go from one side to the other.

    The part in green is the only thing the pathfinding calculation has to even worry about. Imagine the green path from a top down view and everything that isn't a green path is an obstacle.

    path.png

    Also, MuddyMole just recently posted an excellent pathfinding example that is Android friendly:

    http://community.clickteam.com/threads/80182-Pathfinding-on-Android/page4

  3. #3
    Clicker Fusion 2.5 Developer

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    Quote Originally Posted by Konidias View Post
    Also, MuddyMole just recently posted an excellent pathfinding example that is Android friendly:
    http://community.clickteam.com/threads/80182-Pathfinding-on-Android/page4
    Apparently it's not so Android-friendly after all. There's no reason why it shouldn't work, since it doesn't use any extensions, but it seems that at present, Android has trouble with text arrays - see Corlen's posts in that thread (it sounds like he got it to work in the end).

  4. #4
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    Android exporter is still very young so it's to be expected. I still am waiting for them to get ForEach working again.

  5. #5
    Clickteam Clickteam
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    ForEach was fixed Konidias @ Latest BETA...

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