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## Diablo-like Walking based on Pathfinder + Level Editor (CONCEPT)

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### #1marcjoel  Members

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Posted 19 October 2012 - 09:53 AM

First of all, I already know A* algorithm. I would like to make/test a walking hero character on a map made in a level editor(also made by me).

What I have done before is manage to walk my hero on a map with the given information:
-Texture tile size is same as A* tile size.
-The hero stands on 1 A* tile.

That's a bit straight forward isn't it? It's just applying the A* algorithm posted in the tutorials found in the internet.

My problem is..

Given:
-Texture Tiles: 100 x 100 pixels (the actual texture that will be rendered)
-A* Tiles: 25 x 25 pixels (determines whether walkable or unwalkable) (4 by 4 A* tiles in 1 texture tile)
-Hero character eats 2 by 2 A* tiles (that's 50 x 50 pixels)
-Monsters eat different amount of A* tiles like a big one stands on a 5 by 5 A* tiles while a smaller one on a 3 by 3 A* tiles.

How to go with this?

### #2FLeBlanc  Members

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Posted 19 October 2012 - 11:55 AM

One method you could try is to implement different grids. For the hero, have him pathfind on a grid where one tile is the size of a 2x2 patch of base tiles. Similarly, for a big monster implement a grid whose tiles are the same size as 5x5 of the base tiles.

### #3marcjoel  Members

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Posted 19 October 2012 - 12:23 PM

Hmmm, so basically, A* tile map 01 for HERO, A* tile map 02 for monsters with 3 by 3, A* tile map 03 for monsters with 4 by 4.

hmmmmmm. then i will update those 3 tile maps based of their summation? so that no one will be overlapping anyone?

### #4marcjoel  Members

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Posted 20 October 2012 - 10:42 PM

what are the other techniques?

### #5slicer4ever  GDNet+

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Posted 21 October 2012 - 02:16 PM

here's a good article about clerance based pathfinding: http://harablog.wordpress.com/2009/01/29/clearance-based-pathfinding/

i think it'll fit your needs pretty nicely.
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.

### #6Mussi  GDNet+

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Posted 21 October 2012 - 02:47 PM

This topic might be of interest.

### #7marcjoel  Members

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Posted 22 October 2012 - 01:42 PM

I got the Clearance-based Path finding. BUT the agents/units there are always square. 1x1, 2x2, 3x3.. What if I have 2x3 or 2x4 agent/unit?

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