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

Grand-High Gamer 17 years ago

Amazingly shitty pixelart.

contrendo 17 years ago

Just had to do this :P

Name: Arc

Creator: Contrendo

Game: Arc X

Description: Arc is an agile little Amatron. He is pretty fast even if he doesnt have any legs. His main weapon is an Enforcer that is mounted on the back of each hand. when the hands are put together his Enforcer creates a blue energy ball that charges in a straight line. He is pretty weak in normal fighting but his final smash is nothing to play with.

Attack: Punch

Special: Enforcer

Up Special: Energy push

Moving Special: Twinkle (Teleport)

Down special: Energy Shield

Final Smash: Ultra Gigantic Freaking Energy Ball of Doom!

And keep up the good work :)

Graydon 17 years ago

Damn, you are fast in game creation.

s 17 years ago

*23 years later*

Castypher 17 years ago

@serprex: Yeah, I may get other people on programming, but most people here don't have GM7 Pro. Silly people.

@ghg: Umm…first of all, it was a very quick sketch. Second of all, I STRETCHED IT. It's a preview pic, not a masterpiece, okay?

@contrendo: No, no, NO. The profile is for me to do and me to do only, until it gets to be your turn.

@FCT: Am I? It doesn't seem so.

@George: My blocks are solid and they work fine. I know you just want me to use the engine you suggested, because you bashed on SY's engine.

Kaz 17 years ago

Quote:
but most people here don't have GM7 Pro. Silly people.
*Raises hand*

Castypher 17 years ago

Yes, Kaz? Do you have a question?

Or do you mean to tell me that you don't have GM7 Pro? Tsk, tsk…

THESE are the only people who will be able to assist me in direct programming.

chicklet 17 years ago

it isnt one sentence its two… three if you count the part in parenthesis as a sentence…

Castypher 17 years ago

ACK! STOP REPLYING TO ME ON MY BLOGS! XD It confuses me at the start.

s 17 years ago

I'll go sniff around for a crack,I guess

As for quick development,I think you've got these people thinking you have more done than you do