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Gamemaker studio 2 pathfinding
Gamemaker studio 2 pathfinding






gamemaker studio 2 pathfinding

For this we are going to use a very powerful tool from the GameMaker: Studio arsenal: mp_grids.Īn mp_grid is a " motion planning grid", and all it does is section up a room into individual grid "squares", and each of these squares can then be flagged as " occupied" or not.

gamemaker studio 2 pathfinding

We need to spice things up a bit and have our enemy change direction and react dynamically to things that the player does, and in this case we are going to have it change direction and avoid blocks that the player adds into the room while playing. As you can see, the game is not very inspired yet - all we have is an enemy that moves from one point to another in a straight line across the screen. Import the TD_AI.gmz into GameMaker: Studio (get it from the link at the top of the page) and run it once.

gamemaker studio 2 pathfinding

NOTE: Since this tutorial uses dynamic resources that are added at run-time, you will need the Standard or Professional version of GameMaker: Studio. Note that although this demo shows a Tower Defense game, the techniques applied here can be used in almost any top-down game where reactive AI is required. We are going to make a very basic Tower Defense style demo, where you can place blocks anywhere in the room and the "enemy" instances will avoid them, all the while following a path to a specific goal point.

#Gamemaker studio 2 pathfinding how to#

This short tutorial will show you how to create an use an mp_gridand a dynamic pathresource to create some simple (but very effective!) artificial intelligence. Snap instances to a grid when placing them in a game.








Gamemaker studio 2 pathfinding