Maybe we’ll balance urgency with risk of fall damage. Next time we will adjust the heuristic so that objects can decide when to jump across pits versus when to use a ladder. This is a super simple update, but it’s progress. That skipped node only exists for jumping down from the far-right platform. It only needs to know how to jump down to the left or how to get to the ladder to its right. This is because the neighbor to its left doesn’t need to know about it. It would have to find a ladder.Īlso note that on the second example the algorithm skips a node on the floor. That way, the enemy wouldn’t even know that it could jump off of the platform. The simplest way to change this would be to remove that neighbor altogether. This was intended, but could easily be changed if we didn’t like this maneuver. By adjusting our ‘H’ value, we could have that object decide to take the ladder down and hop across.Īgain, the algorithm is pretty ballsy and is hopping across gaps and off of high platforms. Perhaps the enemy is afraid of heights or takes fall damage. We could change this by adjusting our heuristic. In this case, the algorithm chose to move right along the platform and then jump down to the node below. Here you can see that an object needs to get from the top-left node to the node on the right side of a pit. If the A* algorithm is still in place and we hand-stitch our list(s) of neighboring nodes together, everything should still work just fine. We can add more variety later, if needed.Īnd honestly, that’s ALL we need to do. The graph is created by posting nodes at key locations across the map. They just need markers that tell them when their paths are interrupted by pits, ladders, and other obstacles which may require them to do anything other than walk/run. The enemies don’t need information for every single empty tile in the room. The first thing that you’ll notice is that a platformer needs far less nodes. In a sense, it connects the dots, and our enemy AI will have differing local solvers that allow them to move between dots.įor part two, I am simply going to rework the way that we have our nodes setup so that they make more sense in a platformer context. Our A* algorithm will basically just provide us with our global solver. I mentioned what a global solver is and how they differ from their counterpart, the local solver. In part one, I gave a brief run down of the A* algorithm and how to implement for 2d, top-down pathfinding within a grid. I wanted to see if I could piece together a top-down dynamic blood splatter that achieves a similar effect.Ĭontinue reading “Effects: Blood Splatter” → Each kill is accompanied with a fairly brutal blood splatter. Recently I played through Hotline Miami 2, as I am sure that a lot of you did, as well. That way you’ll get to see my thought process as I piece these things together. Mostly because it’s the most interesting to me, currently. However, I’m going to start with one that’s new to me. Dust when you land from high jumps, screen shake, smoke from bullet fire, etc, etc. No big decisions have been made, but I’m still hopeful.Īnyway, I’ve been told time and time again to do a series on all of my little ‘juice’ effects. Sending out prototypes, replying to job offer emails, etc. For the most part, I’ve been scrambling to jump on something else. Things have been a little rough since my largest contract project fell through. When you use path_orientation and your paths are going completely the wrong direction, check that your path starts at the origin.First, I’d like to apologize for slowing down these tutorial series. The docs for path_rotate (an actual function) mention this, but path_rotate rotates the original path object, not the path you're using. The documentation for path_orientation does not mention this. It does not rotate or orient around the first point of the path, as you might expect. Here's the thing: when setting path_orientation in GMS2, the path will rotate around the 0,0 point (x=0, y=0) as defined when the path is created in the editor. For this to work, I needed to set the variable "path_orientation" after I told the object to start following the path. The idea was that these particular enemies would leave the spawner and orient their path such that it pointed in the general direction of the player. I was not careful to make sure my first point was zero. Since it was so simple, I just started drawing on the path editor. It's Graph Paper Shooter, not a ball bouncing simulation. So, I was making some paths for my enemies to follow, specifically, a path that sort of looks like a bouncing ball.
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