Link to .capx file (required!):
Steps to reproduce:
1. Add two tilemaps. One as Background one as Collision.
2. Add solid behavior to the collision tilemap
3. Add a sprite and add pathfinding behavior.
4. Add 8 direction movement (for testing) to the player or sprite.
When touch or click on screen , the sprite or player didnt move.
However when I move the player using arrow keys, it works. The collision
tilemap works as solid and player cant overlap the tiles in Collision tilemap.
The sprite or player will move to the Touch.X and Touch.Y
Internet Explorer: yes
Operating system & service pack:
Construct 2 version:
Thanks, should be fixed in the next build. Note your example file has its own issues not to do with the bug though (e.g. wrong cell size, should have cell border of -1, 8 direction will conflict with Pathfinding movement).
Cant wait for next update. Previous game engine that I worked for have an extensive use of tiled for map editor.
The tile map features is really going to help me designing my next game.
it will be more easy to use a simple A* algorithm on a array than pathfinding plugin no ?
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egos - the pathfinding behavior already uses A*.
Thanks for your answer
yes but for acces to the A* we have to use object and not a simple position in a grid/matrix
a basic game in 8 directions dont need all the feature of pathfinder plugin
In the case of tumira you calculate the collision of tilemap for recalculate the A* matrix but you just need to block the coordinates of the tile in the A* its so much simple.
Its a plugin for real time game but too much cpu consuming into a huge map of a tilemap game.
Personnaly i use A* plugin of 00rez and unfortunetly its not a good solution but i gain 10x performance
Ashley if there are a way to acces directly to the A* it will be great