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

chicklet 17 years, 1 month ago

but if i dont respond on your blog you take FOREVER to respond and now that you've caught on it shouldnt confuse you:)

oh dang… i forgot what i was gonna say…..

oh right,

company as in people to talk to while i hide from the trick or treaters but no one got on msn so i logged of….

Castypher 17 years, 1 month ago

@chicklet: Yes, well, I get to blogs when I get to them. Hang tight, because I also check PMs a lot.

chicklet 17 years, 1 month ago

but thats really not cool for me right about now cause hiding from trick or treaters is AMAZINGLY boring plus i'm starting to get a little light headed… i should probably open the door a bit so i dont run out of air…

ok done,

but still, waitings no fun…

s 17 years, 1 month ago

I just magically became registered in GM7.So I can help directly

I think I'll look into that AI and the choppy platform engine

Castypher 17 years, 1 month ago

@chicklet: Tell me about it, I just got back from taking my siblings trick-or-treating, and I was darting about in the shadows scaring them and their friends. I would've been pulled over, though, because that looks suspicious.

@serprex: YAAAAY!

@George: Wait, after reading again, I see you said his wasn't easy to understand…and it isn't.

s 17 years, 1 month ago

Ya,I'm going to have to detab it to understand it.And take out all the spaces

Note on the AI,we're revamping it.Kilin had this system that used marker objects and took action on its own.If an AI hit a jumping marker when jumping…they'd just jump again.So we're working on an artificial keypress system

Castypher 17 years, 1 month ago

Yeh, well he'd also jump randomly. The marker was if he <i>had</i> to jump. Then there was absolute reverse, but I see you took a lot of that out. There's another marker that also makes him choose, but it doesn't work so much if he missed the choice. I forgot to take those out when I started editing his actual intelligence, like trying to mid-air jump (if he hadn't already) if he found himself falling, or megajump if he was close to falling down a hole.

Absolute jump was useless then.

god 17 years, 1 month ago

Ask nobody if you can use gregg the egg. :D

Castypher 17 years, 1 month ago

Gregg the Egg for what? Platforms? But I've got that down. =(

Castypher 17 years, 1 month ago

JakeX says no, and I must go by the word of the Creator.