I have a grid split to many 32x32 cubes (quick background).
I made the PLAYER to walk 32x32 (one step at the time) using the Tile Movement Behavior, so far so good!
Since my prototype is a turn based style of game: Basically each character can walk X steps on the board.
For the player it was very easy to setup, but for the Enemy I didn't start since I'm not sure what's the most simple way to do so.
So, after failed tries with Path finding which always sliding and easing-in and out, I liked the Tile Movement best and I want to use it for the Enemy AI.
If I set the same parameters for the ENEMY AI using Tile Movement 32x32 Grid, I wonder how I do these:
1 - How do I make the Enemy to walk 32x32 but consider not just the X which is easy, but also the Y. How can I make the ENEMY to ALWAYS LOOK for the player and go in his direction, again based on the 32X32 Tile Movement.
2 - If I put some 32x32 Solid obstacles on the board, how can I make the ENEMY AI understand manually that "THIS BLOCK is an obstacle" so CHOOSE Y (up or down) if one is ALSO an obstacle, try the other option and only then do your X Tile Movement based on 32x32 each step.
Basically it's a manually path finding but not complex as the actual Path Finding behavior which I don't want to use, I want to make it manually as explained on #2 above.
I want to limit every character (PLAYER or ENEMY) have 1 step for starting, later I will limit their steps but the test is very important to see if it works so they won't walk all they want.
HELP or Advice will be very appreciated:
I'm afraid I'm not good with loops and complicated stuff like this, but if this is possible to accomplish and you can think of a way or even better: SHARE an example file based on 32x32 grid it will be very helpful!
Thanks ahead and have a wonderful weekend! :)