AI Engine Nearly Complete [64B]

Posted by Castypher on Oct. 31, 2007, 12:14 p.m.

For a few days now, I've been spending some time working on the basic AI for 64Brawl. Right now, the CPU is smart enough to jump around, shoot at you, and avoid falling or running off of the screen. I had a problem for a little while where he was skyrocketing on his final jump by performing it every step instead of once. Found the problem and fixed it.

Now the problem I have is when the AI tries to attack you. He hovers around for some reason…kinda like the booster on ST. I'll find the problem soon.

Andes has been an amazing help with his platform engine. Collisions are so smooth and there's no more wall-sticking. Plus, it even works with slopes. It can't get much better than this…except…

He's also including ledge-hanging and wall-jumping. This should increase the experience in the game by far. So give Andes a big hand for accomplishing where I failed.

Yes, I failed. Ask serprex, JakeX, or Ludamad.

The other thing I've been working on is the damage engine. Currently, it works very nicely. Though I want a different coloring system. Since the default font color is black, I have a coloring system where it depends on damage, just like the real Smash Bros. So, it fades from black to red, but I want it to begin with white, but it doesn't matter what I set as the font color, because 128 is a blend of black and red. Anyone know the field for red and white?

Another thing, the damage engine supports up to two AI instances at the same time, because two objects end up taking on an ID number of 2, and one needs to take 3. These ID numbers help figure who takes damage and helps arrange the guns for the ST character.

I wanted to show you a video of the AI's potential and capability, but since I'm in school right now, YouTube is blocked, and I don't want to upload a rather large file right now.

<center>< insert video here ></center>

No other characters have been confirmed (meaning designed) yet, so just hang tight until I finish both the AI and damage engines. THEN i can move on to characters.

This does mean I can get a playable demo in not too long, after I finish a few more things such as flying off of the screen and losing stock. THEN I can start handing it out to people closely related.

Thanks for your support. With it, I'm getting a lot done.

Peace out,

~Kilin

And now I will give a profile on each character I add, starting with the ST man.

<center><font size="3">ST Cylinder Man</font>

Creator: JakeX

Game: Sapphire Tears<br><i>Sprite redone by Andes</i><br>

<img src=http://64digits.com/users/Kilin/st.gif></center>

Description: Low in design difficulty, this character was the first to be added to 64Brawl. He wields a gun, but has no physical attacks, making him a difficult character to use. Since he can't send another character flying with physical attacks, he used his grenade and shotgun to obliterate opponents. If all else fails, the orbital should do it.

Primary Attack: Gun

Special Attack: Grenade

Up + Jump: Gravpad

Planned Attacks: Sniper, Shotgun

FINAL SMASH: Orbital

Oh, and a test…

[egretfillet]

D=

Comments

Castypher 17 years, 1 month ago

Clearing blog of useless comments. <_<

Fcon, I was joking.

Hog, that little bit of "cool" doesn't satisfy me. I'm looking for <i>feedback</i>, not single words.

Distortion 17 years, 1 month ago

Wow, you are fast with Gamemaker. How much time have you spend on this project?

Can't wait to see the finished game, it's gotta be so cool!

Too bad I'm not a well known member. (Yet)

Castypher 17 years, 1 month ago

@George: Well, the engine Andes gave me was a lot smoother, added friction, and had VERY good slope collisions.

@Distortion: I've been at this since Sunday. I work on it for an hour a day at least.

@Frenchcon: Don't bother unless you have a game with the character sprites already posted.

Kairos 17 years, 1 month ago

I'll be submitting a set of sprites soon. Keep it up with the progress.

Castypher 17 years, 1 month ago

Profile:

Name: Kairos

Status: Senior user, well-known for his amazing shmups.

Evaluation: 64Brawl+=Kairos (Crud, we need to find a character)

Juju 17 years, 1 month ago

ST Cylinder Man v2

Creator: JakeX

Game: Sapphire Tears

Description: When left for a while, a game will attract certain childish players that use simple, annoying but surprisingly effective tactics. With the same physical limitations as before and a plasma gun instead of the standard model, version 2 adds irritating rockets and the ricochet gun. Unsurprisingly, version 2 abhors reason and logic and will spout endless streams of pointless drivel - to the point where all other players simply quit to avoid him.

Primary Attack: Plasma Gun

Secondary Attack: Rocket

Tertiary (hold secondary attack): Ricochet Burst

FINAL SMASH: Idiocy

PY 17 years, 1 month ago

Nices, kilin!

Oooh! Legde hanging, does this mean we need more sprites?

Kairos 17 years, 1 month ago

Don't worry Kilin, I got it down :P

Castypher 17 years, 1 month ago

@Juju: K?

@PY: Probably so. XD

s 17 years, 1 month ago

Shotgun should have a crazy recoil effect

Anyways,this might turn into a good colab.To think,all we needed was someone with mediocre GML skills instead of someone who would try carry it all.That is one thing you're good with,utilizing codes

Also,white and red can't be done with color constantness,instead use make_color_hsv(0,255,whiteness)