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Omnimaga
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Battle
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Topic: Battle (Read 8739 times)
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Demon
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Battle
«
on:
September 07, 2006, 01:57:00 pm »
I'm making a new game (no name for it yet, so I'll call it Battle). It will be a fighting/sumo game where you get to battle against different creatures and have many attacks to choose from. At least this is what I --want-- to create. The idea would be to defeat the combatant while staying within the bounds of the screen. Right now, you lose 2 HP every iteration you're caught out of bounds.
-This- is what I have so far:
As you can see, Zeke, the AI (the horned demon) is pretty agressive
Ideas? Comments? OMGs? WTFs?
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Ranman
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31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
Battle
«
Reply #1 on:
September 07, 2006, 04:05:00 pm »
Wow! That looks really cool. :thumbup:
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Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
Battle
«
Reply #2 on:
September 07, 2006, 11:11:00 pm »
neat. that's a lot of action going on in 96*64
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Battle
«
Reply #3 on:
September 08, 2006, 02:34:00 am »
wow that look very cool and fun! It use xlib, right? I noticed the bg image sometimes flickers or move, does it have scrolling background or is it quake effect? ANyway I cant wait!
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bfr
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Battle
«
Reply #4 on:
September 08, 2006, 01:26:00 pm »
This looks pretty cool B)
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bfr's website -
http://bfr.tifreakware.net
Demon
Guest
Battle
«
Reply #5 on:
September 09, 2006, 03:43:00 am »
[xlibman]: ...It use xlib, right? I noticed the bg image sometimes flickers or move, does it have scrolling background or is it quake effect?
>> Yes, and it is a quake effect.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Battle
«
Reply #6 on:
September 09, 2006, 03:54:00 am »
aaah cool ^^
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Demon
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Battle
«
Reply #7 on:
September 14, 2006, 01:26:00 pm »
QUOTE
How would you go about having multiple AIs? So if you die, the AIs will keep thrashing each other until only one of them is left. And how would you go about making that dynamic so you can add a new enemy to the game by adding something to something?
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Dragon__lance
Guest
Battle
«
Reply #8 on:
September 14, 2006, 01:48:00 pm »
Stupid method: Have a simple listAI, each slot is a 0 or 1, representing wether AI is dead or not.
In main loop, check the list for the AI, if it's alive, run the AI program. If the current player isn't alive, then just skip the whole keydetection loop. Ex:
:while1
:"check for ai" / programAI1
:if Player=not dead: then
:key detection, moving, etc...
:end:end
There's probably a better method, but this comes to mind first
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necro
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+3 vaporal mustache
Battle
«
Reply #9 on:
November 23, 2006, 08:55:00 am »
problem is the speed would fluctate then, you would needto figure out about how many clocks each enemy (and player) takes on average, and when the player/AI is dead, a for loop is used to consume the extra clock time. Also, if any character/ai is especialy fast, if the game is to feel consistant, you should do a loop like that to keep them even with everyone else.
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
Demon
Guest
Battle
«
Reply #10 on:
November 23, 2006, 11:47:00 am »
Multiple AIs would probably be horribly slow, though, 'cause each AI would have to check to see where every other AI -- and the player -- is and act accordingly...
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Battle
«
Reply #11 on:
November 24, 2006, 02:38:00 am »
indeed
usually i recommend one enemy at once otherwise its too slow. imagine starcraft RTS in BASIC O_O
[off-topic]QUOTE (Jeffory Wong @
http://www.fanfic.net/~jeffwong/rant25-censorship.html
)
Censorship really sucks. Curse words are always being censored. It's bulls...t. Who gives people the right to decide what 'bad' words are? ...I'm pissed off with censorship. ... Sure some people beleive...profanity means a...lack in being articulate. I still don't care. ...Those are YOUR opinions.... The people who DO get offended at me....should shut the...up and move to an island and stay there, away from me and things that they could b**** about and try and censor.[/offtopic]
I hope you arent blaming me for this, I personally have no problem with bad words, but I have been forced to put censorship because some other people have problems with it. And even if other people active on this forum wouldn't have problems with it new members joining in the future could have problems with it. Plus sometimes on IRC I noticed how when people joked around with profanity it leaded to spam
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Halifax
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Posts: 1334
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Battle
«
Reply #12 on:
November 24, 2006, 12:22:00 pm »
No I have done this before in AI and it wasn't deadly slow if you are just using random AI then you can have like a A+(matrix check=(1 or 2)) something like that and it worked fine for me
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There are 10 types of people in this world-- those that can read binary, and those that can't.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Battle
«
Reply #13 on:
November 25, 2006, 08:18:00 am »
I,ve moved this in Demon's project sub forum
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necro
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Posts: 1295
Rating: +17/-2
+3 vaporal mustache
Battle
«
Reply #14 on:
November 27, 2006, 05:27:00 pm »
with multiple AIs, it all depends on how the AI is done. In my very antiquated cat trap game (dead), I had multiple enemies at once whom all had there own system of AI (some actualy targetd the player, others were more random and went at random straight lines, etc.) but the trick was I gave each of them there own amount of time to run and all and had up to 4 of them at any one time (a kinda simulated multi-processing/time sharing). The game is old and was coded badly compared to what I can do today so Id asume multiple AIs could be pretty "fast". Oh, and if you threw in some asm, tsk...a limmited rts would be QUITE possible.
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
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