Messing with BrowserQuest

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Messing with BrowserQuest

Postby hallsofvallhalla » Mon Jul 21, 2014 1:04 pm

I have been farting around with several HTML5 games/engines. Recently started playing with browser quest again and adding a few features and changing the graphics. It is a real pain as well. I would be better off starting from scratch. Just got to figure out how to truly balance the network and make a smooth click to move with pathfinding and I will be set.

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Re: Messing with BrowserQuest

Postby vitinho444 » Mon Jul 21, 2014 1:06 pm

Well Halls, you seem to be messing with a lot of engines :P Why not stick with one that you really like?
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Re: Messing with BrowserQuest

Postby Jackolantern » Mon Jul 21, 2014 5:58 pm

As far as click-to-move in an online game, here is a great A* tutorial, and then maybe the strategy I devised for click-to-move could help get decent click-to-move if combined. My strategy still isn't perfect, as it doesn't allow the player to change their destination mid-move. Actually, I think the first one I posted actually would, but it would be a mess. The one I posted on the 2nd page prevents mid-animation moving to keep things simple.
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Re: Messing with BrowserQuest

Postby hallsofvallhalla » Tue Jul 22, 2014 9:02 am

hmmm was trying to find some good pathfinding point to click scripts for Impactjs but do not see any. Odd. I have a point to click but not very good pathfinding.
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Re: Messing with BrowserQuest

Postby Jackolantern » Tue Jul 22, 2014 11:24 am

hallsofvallhalla wrote:hmmm was trying to find some good pathfinding point to click scripts for Impactjs but do not see any. Odd. I have a point to click but not very good pathfinding.


A* should work pretty well with some tweaking. You may have to adjust the heuristics of it to change how efficiently players get to the target point. If it is too efficient, it can look kind of odd as they always shimmy along walls, etc. But I believe that tutorial goes over how to adjust it.
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