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,~KilinAnd 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: JakeXGame: 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: GunSpecial Attack: GrenadeUp + Jump: GravpadPlanned Attacks: Sniper, ShotgunFINAL SMASH: OrbitalOh, and a test…[egretfillet]D=
Guys aren't nympho. The definition is "females who are addicted to sex."
But, I see what you mean.the definition actually says females? ^_^ wow, i'm honored on behalf of woman-kind….
Yes, chick, a nymphomaniac is a female. Honored? Huh…twisted.
=Pyeah that couldn't have been fun, but you didnt break anything right?
Uhh…
Oh, right. No, I didn't break anything. A few scratches and such, but nothing bad.Huh…Good to see people talking about me. :P
You could use one of the characters from my hotseat game? Gregg wouldn't be very usefull since he doesn't do shit.Yeh, Gregg can jump. Yaaay.
I'll have to play your hotseat game, then. The sprites should fit.THIS IS BETTER THAN BRAWL. XD
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