MV pathfinding issue

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AwesomeCool

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Pre-order cancelled!

I wonder if the bug is due to tile-sets passability oopsie or limited range of movement (please no).
 

Archeia

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It's because it's not 'smart pathfinding' or rather has a rather limited range for that I suppose. That would be too intensive especially on big maps.


Also can you imagine mazes and you just click on an area and the pathfinding solves everything for you?
 
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Zalerinian

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It probably stops trying after a certain number of attempts to path, so as to not ruin performance.
 

AwesomeCool

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It's because it's not 'smart pathfinding' or rather has a rather limited range for that I suppose. That would be too intensive especially on big maps.

Also can you imagine mazes and you just click on an area and the pathfinding solves everything for you?
So we are going to have to wait for something like Invenio 2.0 to be made then? D:

I am disappointed on how small the range is. ):
 

Geoff Moore

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In other areas of the map the character is able to make longer and more complex journeys without an issue, so it's not a range issue, and it seems to be 'smart' pathfinding, at least as far as I understand that term.
 

Banquo

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In other areas of the map the character is able to make longer and more complex journeys without an issue, so it's not a range issue, and it seems to be 'smart' pathfinding, at least as far as I understand that term.
It works over long distance if the path is clear. Say, you're in a dungeon, you shouldn't be able to enter the room next to you, if you can't see a path leading there. If the pathfinding had unlimited range it'd just guide you through the entire dungeon to that room, without anything for you to do.

It should be made in a way that you can only interact with things and locations that are in your characters relative surroundings.
 

felsenstern

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Nope, it's definitely not a shortcoming of RPG-Maker MV. It's most likely as you said, or probably even a performance setting, considering slower mobile devices.
 
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