Heyo helpers!
I'm trying to find any pathfinding tutorials that can provide me with something that is more effective than mp_potential_step but doesn't use up much more cpu power than it. I often have over a hundred enemies at a time calculating their paths so it's tough to find any pathfinding that is suitable for that number of objects.
I've been using mp_potential_step and it's fine for the most part, but the objects using it often get stuck in circular loops in corners or have trouble moving around longer walls and just run back and forth along them.
I figured I'd post here to see if anyone is familiar with any decent systems while I scour the pages of the internets looking for them, any suggestions on pathfinding systems is appreciated, thanks!
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Revenge
Member Since 13 Apr 2007Offline Last Active Jun 16 2013 11:09 AM
Community Stats
- Group GMC Member
- Active Posts 561
- Profile Views 2827
- Member Title Dr. Broccoli
- Age 23 years old
- Birthday April 20, 1990
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Gender
Male
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Location
Level 4
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Interests
Yes.
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Version
GM8.1
7
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Topics I've Started
Efficient Pathfinding?
13 February 2013 - 08:38 AM
Odd transparency/visibility issue
28 January 2013 - 02:09 PM
I'm just shifting my latest game in GM:Studio to HTML5, and it seem to run aaaaalmost identically at the moment. I am getting one issue that doesn't seem to want to be fixed. There is an object which can just be Obj_1 which does "visible=0" in it's create event. Another object changes its visibility at another point in time. But when the room its in starts, it is totally visible. Now, I figured it might just be an issue with visibility or something, so I just changed it to do "image_alpha=0", which also didn't have any effect, and neither did just "image_alpha=0.5". No other objects have interaction with the object, except one that sets its visibility/image_alpha to 1 at that objects animation end, so I don't understand why image_alpha doesn't work for this particular object.
One other issue I just noticed is that there is another object that does very simple stuff. It is as follows:
-Create Event
alarm[0]=60
-Alarm 0
alarm[0]=60
instance_create(x+random(32)-16,y+random(32)-16,obj_splode)
And that's it. Yet when the room starts, it does not work. It never spawns any obj_splodes. Any idea why this is the case?
One other issue I just noticed is that there is another object that does very simple stuff. It is as follows:
-Create Event
alarm[0]=60
-Alarm 0
alarm[0]=60
instance_create(x+random(32)-16,y+random(32)-16,obj_splode)
And that's it. Yet when the room starts, it does not work. It never spawns any obj_splodes. Any idea why this is the case?
Saving/Loading in studio
02 December 2012 - 01:21 PM
I'm making a vague attempt at porting a GM8.1 game I have been working on for a while over to Studio, but it used the built-in save/load functions of gamemaker (which are now 'obsolete' unfortunately) alongside some ini things. The save/load function was just used as the quicksave button basically, but making a quicksave button in studio looks like I'd be creating some freaking massive ini's that would be an awful lot of work to create. Does anyone have any examples or ideas about how to create a decent quicksave system in studio? Absolutely ANY input would be appreciated!
Views [Solved]
26 November 2012 - 11:50 AM
I'm working on a new idea that sprung to my head the other night, but it makes use of a large number of separate views being used at once. Is there a way to create more views than the standard 8? For me, I really want to be able to use 12 views. Any help is appreciated!
I don't use DnD, and am using the most recent build of GM:Studio (not the stable channel, though i don't think that makes a difference for this)
I don't use DnD, and am using the most recent build of GM:Studio (not the stable channel, though i don't think that makes a difference for this)
STUPID ******* WALRUS
05 October 2010 - 11:58 AM
Basically, there's a walrus and a... you.
Don't touch the walrus, he is a ******* and will get ******* on you. And you know what happens then, you explode.
It's got 2 player, push right/left at the start to change between 1/2 player mode.
Arrows to move, up to jump.
Player 2 uses wasd.
The walrus jumps around randomly, and has a SUPER SECRET SPECIAL ATTACK.
You also have a hat.
Music is from !Epsilon too, I never have time to find a composer.
There's now a new mode, 'better mode'. It has powerups. Powerups make everything better, right?


The updated version is here:
Updated download.
Good luck, I'm sure after playing a while (it's not meant to last much longer than a while) you will have your own names for the walrus
Don't touch the walrus, he is a ******* and will get ******* on you. And you know what happens then, you explode.
It's got 2 player, push right/left at the start to change between 1/2 player mode.
Arrows to move, up to jump.
Player 2 uses wasd.
The walrus jumps around randomly, and has a SUPER SECRET SPECIAL ATTACK.
You also have a hat.
Music is from !Epsilon too, I never have time to find a composer.
There's now a new mode, 'better mode'. It has powerups. Powerups make everything better, right?


The updated version is here:
Updated download.
Good luck, I'm sure after playing a while (it's not meant to last much longer than a while) you will have your own names for the walrus
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