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    • By Michael Santer
      Hi!
      We're currently two programmers and a game designer working on a turn-based tactics fantasy board game. For reference you can search for images of "Tactics Arena Online", a fairly dated game that used to have a lot of depth and complexity.
      Our goal is to use the same combat concepts, but giving it a much needed modern touch as well as a whole new set of heroes to choose from with additional abilities. The game is a mix of isometric and 3D and we plan to release the game on Steam and hopefully Android & iOS as well.
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      Ultimately we want this to become a competitive game that people can enjoy and really get invested in. Each character is designed with options for counterplay in mind and synergy with other heroes.
       
      We sincerely believe in what this game can become and we home to find someone just as passionate as we are to get involved in this project!
    • By CrazyApplesStudio
         Hello , i would like to showcase my first game project, a simple endless casual arcade game called Apples Mania : Apple Catcher. The game has simple goal , scoring as high as possible by collecting falling apples while the difficulty gradually increases. Different apples are worth different amount of points and there are also 2 power-ups to help you in your challenge.
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        A trailer showing basic game-play:
       
    • By Paszq
      Troglodytes are a playable races in Arpago - they usually don't talk much and most of them lives near water sources.
    • By Paszq
      a Fox in a dungeon :)
    • By Paszq
      Fox Folk is one of 3 playable races in Arpago.
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Unity Pathfinding : Jump Point Search - Straight Moves vs Diagonal Moves

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Hi community,
I'm new here, so please be gentle... :)


Planning working on a 2D RTS, I tried to learn how Astar works.
Indeed, I found articles explaining how Astar could be optimized coupling it with binary heaps,
and algorithms taking advantages of Path symmetry, like Jump Poin Search algorithm.
I made my own implementation and it happened to run fine.
I even made some benchmarks tests with maps from MovingAI Labs.

Yet there is a problem. Everything runs fine when diagonal moves are allowed.
When disabled, no path is returned when the case it involves a diagonal move....
It may be linked to the way I implemented it, then I'm all asking...
In general, how would you oblige the algorithm (JPS) to search for path involving only straight moves (not diagonals moves) to reach a goal ?
Thanks in advance!

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Your question is not very clear. It seems that you are trying to generate a path from point A to point B when B is only accessible from A via a diagonal jump?

If so, there exists no path containing of only vertical and horizontal movements that get you from point A to point B, so your algorithm is correct to return no path.

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