Like the game and the sprites. If you allow some critics, with an A* algorithm, the priest would not become wall-stuck. And, did you know, that you can integrate the .pck file into the .exe and the .x86_64? But yeah, the game is fun.
Hi! Thanks for trying out our game. I think we are already using A*, but the problem is a sub optimal navigation mesh, so A* selects a path where there will be collision.
Can you give me any hints on how to integrate the .pck file? I exported the game from Godot and didn't see an option. Or do you have to do this with an external program?
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fun
Like the game and the sprites. If you allow some critics, with an A* algorithm, the priest would not become wall-stuck. And, did you know, that you can integrate the .pck file into the .exe and the .x86_64? But yeah, the game is fun.
Hi! Thanks for trying out our game. I think we are already using A*, but the problem is a sub optimal navigation mesh, so A* selects a path where there will be collision.
Can you give me any hints on how to integrate the .pck file? I exported the game from Godot and didn't see an option. Or do you have to do this with an external program?
Hey, I thin the Problem with the A* could be solved by a NavigationObstacle2D node in the "Obstacles" (https://docs.godotengine.org/de/stable/classes/class_navigationobstacle2d.html)
Here you find a Picture with the position of the option to embed the PCK data :)