[Released] BFGames: Simply A* Pathfinding! NOW FREE

It is not that normal to use astar for 2d platformers. However with the waypoint system it might be very possible!

Might have time to create a small example this weekend of how it would work if you want me to?

That would be awesome! Please do if you have the chance.

Sure will code one on Sunday, and then post a video of it!

this looks great… any chance of the developer providing actions for playmaker?? nad then you’ll definetly have a customer…

I have a long list of things i would like to do at the moment, so not right now. However when i finish of the list i might look into that. Seems like a good idea!

also… any chance of having curved lines in the waypoints?

Nope, that is not how the system works. However you could just calculate curved lines using a spline curve between points.

Sounds pretty cool. I’m currently using the free Aron Granberg A* which works for us right now. We may check this out though next time we need something. Excellent price!

Thanks a lot! At that time it probably became a lot better, pushing out a bigger update in a week or two.

Sorry been really busy on other projects so haven’t had time to setup the plat-former scene, however thinking about i can come up with 3-4 approaches that would be easier to use for this sort of interaction instead of using the Astar. PM me if you want some hints.

@BFGames - Thank you for making an awesome and cheap path finding solution!

Going to purchase it as soon as I can.

Thank you!

I actually started the project as a part of a school project, so thought i might as well put it up for all in need of it, was never meant to make a lot of money for it.
Just wanted to get a bit for the extra work that are going into updates and maintenance.

That being said, i am really looking forward to putting up the new update, which will allow to change the grid based map runtime!

The demo showcases the new possibilities of changing the grid at runtime! (Coming with next update)
It is a TowerDefence (TD) (quickly made) demo showing some of the possibilities with these changes.
In the TD, the map is updated when a tower is placed on the map, and we check to see if a path is still available – if not we remove the tower again so we always have a path for the enemies:

Hi there, this looks great! I bought the plugin without properly reading that the dynamic changing of the grid isn’t available yet. I’m working on a TD game (http://pixelpaton.com/?p=5631) where I am currently using NavMesh … but looking at making it a more dynamic map system.
Any clues as to when you will be ready to release 1.01?

Thank for your interest in the product first and foremost.

I am not completely ready with the update. However! as the dynamic changes are ready and most of the TD test scene is done, i could just divide the update into two pieces.

So let me finish the scene and documentation tomorrow, and then i will submit it to unity tomorrow evening. Then it should be up before the weekend!

:wink:

Awesome, thanks very much. I’m implementing the current version right now, think i might’ve found a problem with how a mesh is being processed, though I’ll wait for your update and implement that before going into that further.

Another question … pathfinding seems to be allowed for diagonals … is there anyway to turn this off? My enemies are taking shortcuts and my current work around is to make the pathfinding grid coarser :S

The grid is created with ray-casting. Yes they are allowed to move diagonal. I can however send you a script where they are not!

Ahhh raycasting ok … I’m actually seeing some grid elements be placed in the opposite vertical position to where they should be. I’ll investigate further though before going into any detail.

And yeah that’d be great, nasty alien enemies are not allowed to cheat!
By the way when I do another update on my blog I’ll give your plugin a shoutout :wink:

If you find something strange please PM med with screenshot and i take a look at it.

Version 1.01 is submitted now!

It includes:

  • The ability to change the grid based map dynamically at runtime.
  • New test scene, showing of the dynamic changes with a small TD scene! (TRY IT HERE: TD WEBPLAYER)
  • Updated the documentation.
  • The possibility to NOT move diagonal using the grid based map :smile:

Now we just have to wait for Unity to accept it, and you should be good to go.