Author Topic: F-Zero Progress Thread  (Read 152456 times)

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Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #240 on: December 29, 2009, 09:45:22 pm »
When will we get a demo/alpha release of the current version?
Maybe when it gets into a semi-playable state. :P The AI in particular needs some tuning for this map.
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Offline DJ Omnimaga

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Re: F-Zero Progress Thread
« Reply #241 on: December 29, 2009, 11:47:05 pm »
Will the AI eventually be able to figure out where to go regardless of the map in the future? A map editor would be kinda cool once the game is released ^^

Offline JCW

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Re: F-Zero Progress Thread
« Reply #242 on: December 30, 2009, 07:59:20 am »
:)
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Offline Builderboy

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Re: F-Zero Progress Thread
« Reply #243 on: December 30, 2009, 11:18:18 am »
Map editor would be great!  Although i forsee lots of problems with the AI with the current system you have set up right now.  Perhapse it could have a basic waypoint method, but not as perfect as the one that is in the game.

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Re: F-Zero Progress Thread
« Reply #244 on: December 30, 2009, 01:54:46 pm »
yeah waypoint might be an idea, because even with some of the best AI, there could still be problems, for example, if you have a track with a jump but it'S hard to pass that jump, all AI cars could fall off the race, like what happened often in F-Zero X custom tracks

Offline ztrumpet

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Re: F-Zero Progress Thread
« Reply #245 on: December 30, 2009, 03:22:23 pm »
Could you have a "custom waypoint" option where the user places waypoints in the map editor and then have a default of default waypoints?

Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #246 on: December 30, 2009, 03:46:50 pm »
Could you have a "custom waypoint" option where the user places waypoints in the map editor and then have a default of default waypoints?
I don't know how you would do "default"... I think it would always have to be custom.
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Re: F-Zero Progress Thread
« Reply #247 on: December 30, 2009, 11:35:09 pm »
There might be a way to do default with some clever coding, but it would be tricky.  If worse comes to worse, would it work to have waypoints at every tile of the track? XD

Offline TIfanx1999

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Re: F-Zero Progress Thread
« Reply #248 on: December 30, 2009, 11:39:59 pm »
That seems like it would cause a huge slowdown in the engine if was done that way. Not to mention that it would probably make the AI clunky and stupid as they'd be trying to course correct so often. I could be wrong though.
« Last Edit: December 30, 2009, 11:41:09 pm by Art_of_camelot »

Offline Builderboy

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Re: F-Zero Progress Thread
« Reply #249 on: December 31, 2009, 12:47:47 am »
It depends on how the waypoint method works, i don't know.  Maybe after you add all the waypoints, it could remove some those that are directly between two others?  That way it would leave only the 'corners'?

Offline jsj795

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Re: F-Zero Progress Thread
« Reply #250 on: December 31, 2009, 11:49:00 am »
or may be set the waypoint whenever you add corner tiles???


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Offline Builderboy

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Re: F-Zero Progress Thread
« Reply #251 on: December 31, 2009, 12:13:06 pm »
Hah, that might be simpler XD

Offline DJ Omnimaga

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Re: F-Zero Progress Thread
« Reply #252 on: December 31, 2009, 07:35:30 pm »
Mhmm that seems like something hard to code x.x

Offline whitevalkery

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Re: F-Zero Progress Thread
« Reply #253 on: March 06, 2010, 08:24:21 pm »
is this program available for test download yet???

i would love to see how it works on a calc lol



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Offline Eeems

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Re: F-Zero Progress Thread
« Reply #254 on: March 06, 2010, 08:29:47 pm »
yes actually there is an old beta out, but currently it is on hold for other projects.
/e