Shit . Wait . I ' m not sure if I ' m ready for that kind of commitment . <| sep |> Nope , we sent strait to Winnipeg for ladd . Winnipeg was smart enough and didn ' t overpay strait , now he ' s in the ahl <| sep |> For sure . I ' ll be going in optimistic . <| sep |> There is far more positive and rewarding experiences . The bad ones probably just stick more <| sep |> Or mine . I stopped going over there when this started happening . <| sep |> Apparently a lot of people have died during trials this gen . Looking forward to that XD <| sep |> or just moving straight at the player , and then manually checking for collisions with wallsladdersground etc . etc . and doing stuff accordingly . Yeah , that ' s what I ' m already doing , but I wanna learn other ways to do it . And I remembered that someone either here or on the YYG forums once posted a method for using AStar pathfinding with platforming that I found really interesting and I guess I sort of wanna know how to achieve that . Either that or use dsgrids sparingly to get around obstacles but mostly just do it yourself . Soooo . making a dsgrid of a level ' s terrain and putting a different value in each cell of the grid like say 0 for empty space , 1 for hard flooring , 2 for ledgescliffs , 3 for jumpthrough platforms , 4 for ladders and make enemies use that to decide what actions to perform ? That sounds like something that might take a LIIITTLE bit of hassle to set up but could prove pretty efficient in the longrun . Or at least , they won ' t have to run a am I at a cliff ? check every time .