3 years ago

Gonna start working on some A* pathfinding soon for my upcoming Halo game, wish me luck :D




0 comments

Loading...

Next up

Stress testing the pathfinding engine after i did some work on optimization. I also felt like it was needed to change the order at which each node pathfinds, therefore making the ones closer to the destination go first. Implementation coming soon!

Work in progress animations for Halo: Fireteam Echo using @bamfyu 's "TopdownCharacterRig-AnimationToolkit" ( https://gamejolt.com/games/bamfyu-assets-dump/744496 )

All assets are placeholders.

Note: The Game Page for Halo: Fireteam Echo is currently a work in progress as well.

Anyone need a good, free file converter? Check this out! https://convertio.co/ With Convertio you can convert any file type to any file type, which makes file converting much easier. I wanted to bring this up for anyone needing a quick way of doing this

OCTOBER 13 2026

When you see this at the movie theater (Halo Fireteam Raven)

SGI-STRIKE REMASTERED - WEAPON DEMO

Here's some old WW2 art i made for a game idea that never really turned into anything.

Has anyone heard of The Sounds Resource? If not, i just discovered it seems like it'll be a HUGE help with game sounds. I can literily just skip the whole sound design step if i'm making a fan game. Which i am. Idk. Check it out: https://www.sounds-resource.com/

Death animations and blue torch.

A* Pathfinding, which is a form of pathfinding designed to be a more efficient solution, is what you are looking at right here. Or, to be more specific, node based A*. (Continued in article)