abhishan's Forum Posts

  • Hi All,

    I recently participated in the GMTK Gam Jam 2020 (https://itch.io/jam/gmtk-2020). The theme of the jam was "out of Control".

    My submission is called "platformaker" which is a puzzle platformer where you cannot control the main character. Made with C2 ❤️

    Please do check it out here (https://itch.io/jam/gmtk-2020/rate/698800) and give me your feedback!

    Cheers,

    abhishan

    Tagged:

  • Game Maker's Toolkit recently hosted a 48 hour gamejam at itch.io with the theme being Dual Purpose Design. I created my entry in C2. You can play it here https://abhishan.itch.io/eyorot. If you are an itchio user, please do rate and provide your feedback & comments there.

    Game trailer here:

    This is a prototype and if people find this kind of game interesting, I think it can be developed into a full featured game... Kindly do let me know your feedback, suggestions and comments!

    Cheers!

  • I have used Dijkstra's algorithm for shortest path which enables bots to find their way across a 2D platform game setup. It doesnt use any 3rd party plugins and is all native C2 events.

    At the beginning of the level, the algorithm executes and starts calculating paths between all connected nodes. A static tree is created in a 3D array object.

    The bot then uses this to reach a destination platform given its current platform.

    Play the game here to see it in action: http://www.newgrounds.com/portal/view/694088

    Please help by sharing your comments and feedback at Newgrounds!

    Read more here: viewtopic.php?t=186038

    Sorry, bumping up an old thread, but I see a lot of interest in this...

  • I have used Dijkstra's algorithm for shortest path which enables bots to find their way across a 2D platform game setup. It doesnt use any 3rd party plugins and is all native C2 events.

    At the beginning of the level, the algorithm executes and starts calculating paths between all connected nodes. A static tree is created in a 3D array object.

    The bot then uses this to reach a destination platform given its current platform.

    Play the game here to see it in action: http://www.newgrounds.com/portal/view/694088

    Please help by sharing your comments and feedback at Newgrounds!

    Read more here: viewtopic.php?t=186038

  • Updated game is now ready to play with multiple powerups and gamepad support!!

    Play BLU at Newgrounds http://www.newgrounds.com/portal/view/694088

  • http://www.newgrounds.com/portal/view/694088

    I have used Dijkstra's algorithm for shortest path which enables the bots to find their way.

    At the beginning of the level, the algorithm executes and starts calculating paths between all connected nodes. A static tree is created in a 3D array object.

    The bot then uses this to reach a destination platform given its current platform.

    It still has a few bugs, but will get better with some tweaking.

    Please have a look and would love some feedback.

  • I haved used the implementation in my #c3jam entry here: http://www.newgrounds.com/portal/view/694088

    There are 3 enemy bots in the game that use it reach a target platform.

  • No wonder, when I logged in yesterday to make few last min changes, it wasnt working and I thought the jam had ended. Time to make a few 'updates'.

    Please check out the game here and give me your feedback:

  • Hi Burvey,

    Thanks for your interest. Yes, we are doing real pathfinding with a similar approach as the pathfinding behavior. When the layout loads, a static tree of all the platforms are constructed by analyzing vertical and horizontal distance. Then each path is calculated and stored.

    I will try to put up a demo game in the arcade and update the link here.

    Cheers!

    ~abhishan

  • Hi All,

    For a game that I was (am?) developing with a friend, we implemented platformer pathfinding using Dijikstra's alogrithm.

    It uses only native C2 behaviors & plugins and a whole bunch of events. I have tested this with about 8 platformer sprites within a layout and its works great.

    This can be used to build AI bots that can assist/fight with a player or within a multiplayer arena.

    This has a limitation that it currently doesn't support moving platforms.

    As our game has gone into hibernation (as it many a times does with us indies ).

    I wanted to check with the community:

    • Would you be interested in something like this?
    • What do you think the pricing should be for such a template?

    I would really appreciate your thoughts and advice.

    Cheers!

    ~abhishan

  • Have you tried this:

    It might help.

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  • Arlys, I ran your game on Chrome and IE11, they work great on both.

    I think you meant "Cross Browser" support in your question. As the games are on HTML5, they will be supported on all modern browsers. You dont have to do anything. There will be slight changes based on the browser 's implementation of HTML5 rendering. Not all browsers support HTML5 the same way. This is not a game or engine flaw. Just to be safe, make sure that you use a stable C2 version for final level deployment, so any C2 bug doesn't creep in.

    Good luck with your game and reach out to the community anytime for help.

    -abhishan

  • Go ahead with it!!!

    And show the rest of us (far from UK folks) how to organize local C2-Con for our countries/regions :)

  • Desory,

    The variables are getting overwritten, but not deleted.

    At Touch Start, both Prev and Cur are set to the start of the touch cords.

    As the swipe is ongoing, the Cur becomes Prev and, Touch cords become Cur every tick.

    TouchFollowMe always traverses from self.X equal to the distance between Prev and Cur. This is the key to the implementation = Find the distance in between two touch coordinates within a tick and move TouchFollowMe by that distance.

    Hope this helps.

    Let me know if the implementation working in your project?

  • Hi Desory,

    Thanks for your feedback. I have updated the tutorial. Here is some explanation. Hope this helps:

    The distance in between the two touch coordinates is being constantly calculated on every tick. This is because, we want to continuously measure this distance that TouchFollowMe has to traverse. In case of a faster swipe, the distance the Touch/finger travels in between two game ticks will be more thereby leading to a faster movement of TouchFollowMe.