- #Clickteam fusion 2.5 free test game window will not close how to
- #Clickteam fusion 2.5 free test game window will not close android
- #Clickteam fusion 2.5 free test game window will not close Pc
- #Clickteam fusion 2.5 free test game window will not close plus
Doing a custom pathfinding system like A* on these nodes seems a little over my head though! It's always possible later to rig a simple system where a clear path from start to end doesn't use APM at all. Then, finally, the APM object does the real pathfinding on its own. Here I use 12, so if there's an obstacle between start and end nodes when you click, it runs 24 loops (0 loops when there's no obstacle in the way). The number of loops here isn't terrible - ends up being twice the number of nodes you have. When you click, it adds a node where you are and a node where you clicked, sees if they can see each other anyway, and if not it runs some line of sight loops to connect those 2 nodes to the rest of the node network. Then it simply saves the resulting path to a file and deactivates the group so none of that processing needs to be done again. Then I have a group of events that runs some loops at the beginning of the frame to add those nodes to the APM's node network (called "the path") and does line of sight tests to connect the nodes that can see each other. I didn't really use a polygon like in the article I linked to, instead I just placed nodes manually in the level editor (much like Popcorn did above).
#Clickteam fusion 2.5 free test game window will not close android
I tried it on Android though (on my old galaxy s5), and there's a slight half-second delay every time you click - it might just be the APM calculating the "journey."
#Clickteam fusion 2.5 free test game window will not close Pc
Haven't tested it on Mac yet, but it hasn't frozen up on my PC and it runs at a solid framerate, so that's good. I've actually managed to rig up something that uses it and is pretty close to what I wanted.
![clickteam fusion 2.5 free test game window will not close clickteam fusion 2.5 free test game window will not close](https://i.ytimg.com/vi/2_PQnmBVNDU/maxresdefault.jpg)
Now despite my concerns about the reliability of the APM object. I'll keep digging further into it to see what I can learn. It's inspiring seeing some node-based pathfinding without using the Advanced Path Movement object to handle the pathfinding. Thanks for reading!Īwesome! Thanks for taking the time to do that.
#Clickteam fusion 2.5 free test game window will not close how to
Any ideas on how to get started? I can see the Advanced Path Movement working with this somewhat, but again it's a little buggy (I've had trouble connecting nodes on the fly in a fastloop, which this method would require) so I'm curious what some other options are. Wouldn't this be great to be able to do in Fusion? Seems like it would be very useful and efficient for many types of games. Also, when you click outside the walkable area, it looks for the nearest edge of the walkable area polygon, then creates the path end node on that edge closest to where you clicked - no idea how to do that kind of thing in Fusion.
#Clickteam fusion 2.5 free test game window will not close plus
Seems very efficient, as there aren't that many nodes involved, plus your character can move at natural-looking diagonal angles anywhere in the walkable area instead of just 4 or 8 directions. When you click, it creates a new node where you clicked, and one where the player is, checks which nodes the new nodes could be connected to, then I guess uses some kind of A* algorithm to find the best path.
![clickteam fusion 2.5 free test game window will not close clickteam fusion 2.5 free test game window will not close](https://images.saymedia-content.com/.image/t_share/MTc1MDE0MTk4Mjk0NjE5ODgw/8-best-game-maker-software-programs.jpg)
![clickteam fusion 2.5 free test game window will not close clickteam fusion 2.5 free test game window will not close](https://steamcdn-a.akamaihd.net/steam/apps/478960/ss_590423d149d08a60c7333c1a825dd0d2a3bcad60.1920x1080.jpg)
Why flood a big walkable area with grid-based nodes and search through all those for pathfinding when you only need a handful at some corners? Then I saw this article about pathfinding using polygon shapes, only needing nodes at the concave vertices. The non-extension grid-based A* things like Sketchy's feel unnatural for an adventure game, and Advanced Path Movement object has always been buggy and limited for me, so I'm hesitant to build my engine around it. I would want it to be available for all exporters (especially Mac in addition to just Windows), so I can't use the pathfinding object for pathfinding. This could apply for many types of games, but personally I'm beginning to make a point-and-click adventure game.