Wow, these are ALL awesome entries! The best part is how creative people are being! Though Mipey had the best use of poop I've ever seen haha. Thats a similar method (minus the poop) to how the robotic mice work isn't it? With the sensors around it detecting a blockage and then turning to try another route. When I came up with the challenge, that was the method I had in mind, and using the turn right rule that I heard works well in mazes (supposedly if you only take right turns you can solve it.. never tried that though, not many mazes round here hehe).
I dunno about you guys but it is really interesting seeing everyones different approaches, working from scratch with nothing but a maze and a mouse to start with. Kinda like those experiments you could do in some physics classes at school, only far more interesting and fun!
[quote="Ashley":2405opg2]Interesting idea for a challenge
I'm not sure about how useful it is to prove whether or not Construct can do anything - difficult logic problems are difficult logic problems, no matter what tool you use - unless the tool solves that specific problem for you, which general-purpose tools usually do not. By "Construct can do anything 2D", I think we mean limitations in Construct shouldn't get in your way and prevent you from making the game you want.[/quote:2405opg2]
I think it's fun, besides you guys should be flattered. Sooo often these days you read about some piece of software that can do this and that, but when you install it, it falls way short, or you discover you need a PHD in advanced programming languages or something, to do all but the basics. Which pushes out a large number of people. Yet so far I've not seen something construct can't do (within reason obviously), and for something requiring zero coding, that's a first, you gotta admit. Then the fact it's completely free. I mean, that's bloody impressive if you think about it
Even the crowd simulator Massive needs a lot of effort put into it to create an agent to be able to do this, and that thing is built for this sort of problem!.. that and thousands of Orcs..
Oooh there's an idea for a seventh challenge. Use Construct to re-enact the battle of Helms Deep *grins*
[quote:2405opg2]In this case, though, Construct does effectively solve the problem for you
If that's not a perfect example of events being a quick and readable way to do something, then I don't know what is
Dammit! I thought I'd made the maze unnavigatable for that behavior!
First thing I did was try and stop it working, guess I failed and was beaten by the mouse.. Now I know how Tom feels when Jerry bests him.
[quote:2405opg2]I've attached a copy where I just added the RTS behavior to the mouse, carefully adjusted the settings, and added an event to move the mouse to the cheese. The RTS movement has a very decent A* pathfinding algorithm built in to it which will basically immediately work out the optimal path to the destination, then move the object along that path. The A* bit is great, but it seems the RTS behavior's code to move the object along the path is a bit ropey. It wasn't designed for small, enclosed layouts like a maze - it's aimed at wide open spaces with occasional obstacles. So I had to tweak the settings a lot, but now the mouse basically walks directly through the maze to the cheese.
It's pretty surprising to see how bad the RTS behavior fared with the default settings, it gets stuck pretty quickly. I guess it needs a redesign if I ever get round to it. The mouse also has to be very small and use the smallest cell size available in the RTS behavior, since the walls of the maze mark entire cells as solid, and the entire map would be marked solid with a large cell size.[/quote:2405opg2]
Have all the commercial RTS games do the same task, and honestly I don't think they'd fair much better, in many cases they'd probably be much worse (granted, they'd probably need to lower the quality of the pathfinding to handle hundreds of units, but still, with cpu power and memory these days that's not much of an excuse for many of them). I've never seen an RTS capable of navigating something as complex as a proper maze, not without some intervention from the user to "help it along" as it goes. So I'm with deadeye on this, didn't think the RTS behavior would have a chance getting around this maze. I'm beyond impressed at it even reaching the cheese. Not only that, but I watched my cpu usage while it was running a few times, figuring it would be really chewing it up on something like this. Didn't barely twitch.