PathFinding: Zombies (Free Source)

Show us your completed creations made in Construct 2

Post » Sat Feb 02, 2013 11:47 pm

YouTube Video Preview

This is a small project I created to try out the new PathFinding behaviour and felt like sharing what I had produced - A small zombie prototype (a prototype replica of the "nazi zombies" mode from the infamous call of duty" where zombies break barriers to get to you)





Download Links
Uppit
Mediafire
dcrew2013-02-02 23:49:44
B
17
S
4
G
5
Posts: 226
Reputation: 4,042

Post » Sun Feb 03, 2013 2:32 am

Good one!
B
96
S
25
G
20
Posts: 3,055
Reputation: 22,644

Post » Sun Feb 03, 2013 2:37 am

[QUOTE=Joannesalfa] Good one! [/QUOTE]

Thank you!
B
17
S
4
G
5
Posts: 226
Reputation: 4,042

Post » Sun Feb 03, 2013 3:01 am

That's pretty neat! So all the zombies have solid behaviours so they don't clump together? I wonder if there's a way to make some of them take a longer path
B
34
S
8
G
3
Posts: 328
Reputation: 7,692

Post » Sun Feb 03, 2013 2:01 pm

[QUOTE=EyeHawk] That's pretty neat! So all the zombies have solid behaviours so they don't clump together? I wonder if there's a way to make some of them take a longer path[/QUOTE]

I think I have a way of making them take a longer path, heck if you look at the video you can see some already take shorter paths than others.

The path-finding I would assume since it's only just released it isn't fully stable, I've already come across a couple of bugs with it, but I know they will be fixed because Scirra are awesome.
B
17
S
4
G
5
Posts: 226
Reputation: 4,042

Post » Mon Feb 04, 2013 1:32 pm

I like it, very nice way to have enemies swarm to the player, but why is it that when the zombies reach the player.x/y they stop and spin in circles? I thought maybe because of the last event but when I toggle disable it, they still have the same behavior: they get "stuck". Also, is there a way to make them "solid"? I agree, when they overlap it looks kind of weird, but still very nice! :D
B
17
S
5
G
2
Posts: 86
Reputation: 4,343

Post » Mon Feb 04, 2013 3:40 pm

[QUOTE=GTGJon] I like it, very nice way to have enemies swarm to the player, but why is it that when the zombies reach the player.x/y they stop and spin in circles? I thought maybe because of the last event but when I toggle disable it, they still have the same behavior: they get "stuck". Also, is there a way to make them "solid"? I agree, when they overlap it looks kind of weird, but still very nice! :D
[/QUOTE]

What you mentioned is a bug - Take a look: http://www.scirra.com/forum/topic62913.html

If you want me to make the zombies unable to pass through each other I can fix that if you want.
B
17
S
4
G
5
Posts: 226
Reputation: 4,042

Post » Mon Feb 04, 2013 4:02 pm

Haven't used the path finding yet, but is there an option to get the current paths target? If so you could get the current target XY and compare it to the players XY and then force it to recalculate?
B
49
S
11
G
10
Posts: 1,833
Reputation: 14,428

Post » Mon Feb 04, 2013 7:31 pm

[QUOTE=BluePhaze] Haven't used the path finding yet, but is there an option to get the current paths target? If so you could get the current target XY and compare it to the players XY and then force it to recalculate?[/QUOTE]

I would think of a way to do that - I could only assume that they would add a feature such as this in the pathfinding behaviour itself, it is a vital part of pathfinding after-all.
B
17
S
4
G
5
Posts: 226
Reputation: 4,042

Post » Sun Apr 21, 2013 4:20 pm

Hi, thank you for the sharing. It will be helpful in my upcoming game that will probably involves some pathfindings.

Regard to the previous posts, can you please share how can you make the zombies not to passing through each other?

And, is it possible to keep the zombies from overlapping onto the player sprite when they get close to the player?

Many thanks!
B
2
Posts: 1
Reputation: 677

Next

Return to Completed Creations

Who is online

Users browsing this forum: Allen T, Yahoo [Bot] and 6 guests