warrscott's Forum Posts

  • 3 posts
  • No I definitely agree that making fully generic AI extensions would be bad, as it would reduce variety and creativity in games. But some specific routines would be helpful, and wouldn't lead to this problem -- tons of games use A* for example, without feeling generic: it's all in how you implement it. Anyway, I still have to really get into Construct and start learning how to use it, but I hope collision avoidance is something I can figure out this time around ...

    Thanks for your help guys, please post any other info if you come across it

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks for the replies guys

    I apologize that the title of my post was a little vague: I do realize that AI isn't just an option in programs like game maker and construct, and I have had my own success in programming AI in game maker by doing just what you said, i.e. setting up a series of responses to events. My basic interest are what is out there for construct in terms of automating path-finding, motion planning, collision avoidance, etc. Those are things that are a little beyond my reaches, and it's nice to have built in options for those things, so I just have to define what the AI should do after it finds the path, is in motion and so forth. (on a side note, it was really collision avoidance that got to me in game maker, as I couldn't come up with a decent way to make two colliding instances of the same object simply go around each other, or figure out who should move first, if that makes any sense at all).

    In any case, thanks for the info about the RTS behavior: I will definitely be checking it out, and I'm glad to hear it has A* as well. I'll play around more before I post any more questions -- thanks again for the input

  • Hi Everybody!

    I'm a new user to Construct, and learning as much as I can: I used to use game maker a lot, and already I can tell Construct is a great alternative. My question though, is what does Construct offer in terms of AI, specifically: path finding, collision avoidance, and motion planning? Like I said, I'm just learning Construct, so I'm not sure how to do much, but I'm not seeing anything address these issues in behaviors or actions, but I may just be missing them. Please let me know what Construct has to offer, what people are working on, etc.

    Thanks

  • 3 posts