Path Finding Extended now comes with 2 different approaches, the grid based approach and the node based approach.

Path Finding Extended consists of 4 different algorithms for searching a grid for a path. Each with there own distinct advantages and disadvantages. So you can use one that is best for you.

  • Breadth First Search (Flood Fill)
  • Dijkstra's Algorithm
  • Greedy First Search
  • A* (A Star) Algorithm

Each of these includes an early exit case so that computational time is not taken up when a path to the goal as been found.

Dijkstra's Algorithm and A* both support different movement costs for different terrain. Breadth First and Greedy First do not support different movement costs as these methods do not take the cost to travel the path into account.

Supports 8-directional movement as well as weighted costs for moving in certain directions, allowing you to create paths that prefer going down over right or any other preference in 8 directions. Tile Constraints allow for only be able to move through a cell in a certain direction.

When using the node based approach you'll be able to set-up movement in any number of directions, one and two way node connections as well as costs for moving from any node to any other node.

Includes documentation that not only presents how to use the scripts but offers optimization tips for use in your game.

By purchasing this pack, you may use it freely for all non-commercial and commercial use in your personal projects. If this asset is required in a project that is not rightfully owned by you, this asset must be purchased by the rightful owner of the project.

Several demo scripts along side a demo object are included to make learning to use the system very easy. One of the demos produced by these scripts can be found by clicking on the more info link below.

More info

End User Licence Agreement (EULA).

Changes in 2.0.9

Add function path_finder_grid_instance_set_as_wall_ext

Version 2.0.9. Published June 24, 2015

Created with GameMaker: Studio v1.4.1567

Age Rating: 4+

Average Rating

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Anonymous 16 February 2019


Anonymous 08 October 2018

NOT for GMS2 , but great anyway!


Daniel J 06 July 2018

I have no idea what is going on?

I mean there's a lot of things going on and they all look like they work but this is meant to be an example for people who don't already know how to use it, right? Surely there'd be some better information on implimentation


Anonymous 30 April 2018


Liam F 29 March 2018


Freek V 01 May 2017

Looked promising but is incomprehensible

The examples work but I wasn't able to find out how to implement them in my own game. I'm more of an experimenter than a reader so I couldn't make a lot of the included PDF. I still shouldn't have to contact support just to understand the base of the product.
Each demo calculates -every- algorithm in a single object in the same code block so it's hard to isolate the one you want to use, especially because none of the functions show if the arguments required are reals, lists, maps or grids. I expected at least an 'enemy object navigating to a hero object' kind of example but even that isn't included.

I won't be using this product as I've already thought of another way to get the functionality for my game. Still a shame I had to spend a day on trying to figure this out.


Flam B 21 April 2016

Terrible documentation and customer support

How this product has received such good reviews so far is beyond me.

The code itself is completely unreadable, with no comments explaining anything. Which would be fine if the included documentation was helpful, which it certainly is not.

I decided to contact Crystal Fortress's customer support, seeing as other comments mention how helpful and responsive they are. That was two weeks back, and I have still received nothing more than an automated 'Your comments have been received' email.

I bought this product because I assumed a pre-made solution would be quicker to implement than my own pathfinding system, and I now see how completely and utterly wrong I was.



EDIT: To their credit Crystal Fortress has since gotten back to me, 3 weeks after my initial e-mail.


Jordan Z 14 December 2015

Excellent quality and support!

The scripts are top quality, and the support I received when I needed help was very helpful and informative. Thank you! Looking forward to continuing my game with this :)


Brock V 26 August 2015

A ton of scripts and dedicated support!

I highly recommend this to anyone looking to implement path finding into their projects. Not only did I learn a lot about path finding from these scripts, but they also saved me a lot of time, energy, and frustration. I had some trouble getting this set up in my project, but with the publisher's help I was able to get it exactly how I wanted it. They were extremely helpful through the entire process, and did a fantastic job of explaining things that I didn't quite understand.


Stefanos M 23 June 2015

Excellent script library and Great support!

Not only these scripts helps you build the pathfinding of your needs and more, but there is great support. Whenever I needed help, I had it! Thanks

This review was left for a previous version of this asset.


Tomas F 18 August 2014

An excelent collection of path finding scripts

It save you a lot of time if you need something more than the default limited implementation of A* in GM:S.

This review was left for a previous version of this asset.


Debels D 31 July 2014

An absolute must have

A wide range of scripts which allows easy customization and price tag is to small for all the time it saved me.

This review was left for a previous version of this asset.

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