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Messages - Hayleia
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46
« on: December 09, 2014, 01:11:06 am »
You could probably use a better coding style. For example, your whole code isn't indented. Yeah, it can be complicated to indent on the small screen but that's why zStart has a small font editor. And if you write your code on a PC, then you have no excuse If A<1:A++ End
This is not even indentable. And you may say that you wrote it this way to save one line, but in thise case, you could have saved one more line by writing A<1?A++. If getkey(15) Return End
This is useless at the end of a "Repeat getKey(15)" loop. [C0E0200000000020->Pic2
Keeping brackets open is not useful in Axe (it doesn't save space on the compiled executable), except if you have a regular 83+ and want to save space at all costs, including on your sources. Moreover, it would probably be better to use custom named variables and constants to keep the code readable, instead of using a random token like Pic2. You could for example have written [C0E0200000000020]→°MySprite2Back. Now talking about the tutorial itself, why use 3 bits for one pixel in 4 level greyscale ? You can optimize this by only using 2 bits, and save one sprite per drawing. Basically, for one drawing, instead of having a [light_grey_sprite], a [dark_grey_sprite], and a [black_sprite], just use a [light_grey_and_black_sprite], and a [dark_grey_and_black_sprite].
47
« on: December 05, 2014, 06:42:46 pm »
Yeah, I knew about this. The problems are that they don't have a lot of characters and that the ones they have are not the ones I like most But yeah, other people can use this as a reference for their sprites I personally use Smash flash sprites as a reference to do mine (to know the positions etc, resizing and removing colors is not enough, you still have to sprite again but at least with a model).
48
« on: December 01, 2014, 02:41:25 pm »
How about this: you make that part swappable, so you can select varied compiled Axe (ASM I guess) programs to act there. You then can have a P1, P2, Link, AI, etc. there, easily swappable.
This is already planned and kind of prepared. If you look at the source code, you'll see variables that contains the adress of the initialization of input routines and a variable that contains the adress of the input routine itself. So I just have to change those routines with a menu to be able to change input methods. (But since those input methods are not done, menus aren't either). Are you planning on random damage additions? (To give it percents that aren't a multiple of 15)
Haha ! That's done too, it's just that when I was trying hitboxes, I was too lazy to put real numbers so I probably put 15 everywhere
49
« on: November 26, 2014, 12:46:42 pm »
Am I the only one to think about this ? Anyway, great idea of a contest, and good luck everyone entering
50
« on: November 25, 2014, 03:44:24 pm »
Fitting your calc in your pocket is priceless (even though I can fit my 84+SE in my pockets without any problem).
51
« on: November 25, 2014, 03:40:33 pm »
Ah right so it's CE. Weird name since there's not even a plus in it >.< The 84 Pocket.fr doesn't have a plus in it either, even though the 84 Plus Pocket SE does... TI has always been so logical with names
53
« on: November 25, 2014, 10:57:35 am »
Well, we expressed ourselves when we felt like things were going bad. Now, I would like to express myself (not as a group this time, really just my feeling) about how things seem to go pretty well now in my opinion I am not going to provide proofs (links) of what I am saying because what for ? I am telling you "it's ok", why would you want me to prove it ? I just don't want you to think "I am bad" all your life even if it's not true just because we told you this once. So yeah, here's a list of improvements I saw so far in two weeks: -Someone once reported a problem. Instead of saying "use the form, it's here for something", admins either answered in the thread saying that it will be fixed or fixed this already, I don't remember. But at least they did not say "use the form". I am obviously not saying that those forms should not be used, but when an issue is reported on a topic (because the member who reported forgot about the forms or just felt like the topic was more appropriate to get an answer or such), and when an admin has the time to say "use the form", he also had the time to fill the form himself for example, if he really wanted that report on a form. I am not saying either that users should go lazy and not use the forms, just that saying only "use the form" is not constructive and it's great that you don't only rely on it. -We are often on IRC with Eeems and I never saw him bitter those last two weeks. On the contrary, he was making jokes with us, contributing to one of those discussions that would have lead to a "use -spam for spammy discussions". Once again, I am not saying that spam shouldn't be used, but when there is no serious discussion and when the discussion is joky but not spammy, in my opinion it can stay on the main channel. (And I think there was something else that improved but I forgot -.-)
54
« on: November 25, 2014, 10:52:13 am »
You can't, P>J and J+ calcs don't support 3.1. You can follow the procedure with nsNandMgr and all but you'll only get problems when you start booting 3.1.
55
« on: November 24, 2014, 03:20:26 pm »
To be honest, i don't think a quick comparison of X/Y coordinates of all platforms will take that long. Yeah, all of those comparison can in fact be added in the loop that draws the map and checks collisions. Or could be added in a separate loop to have the "AI module" distinct from the rest. I'm not sure how they are organized, but in the Boo stage i see what look like 7 platforms. There are 8 platforms in fact. The "biggest" platform is actually composed of two halves But yeah, if we say that it must only jump when Y(destination)>Y(current), it would just walk from one part to the other. Divising an actual AI will be a lot more troublesome though. For now you could just have the "AI" face and randomly attack the player, even if they don't move, or limit them to the current platform they're on/jump towards the middle when falling and no platform is beneath them. Yeah, as I said, if I ever make an AI for this, it will be lame Though personally i think especially with linkplay there's already enough, i'd like to see more characters and whatever work you still have planned for the engine get done Well Meta Knight is coming and I still have to work on Fox, Falco and features that prevent me from finishing them (like projectiles).
56
« on: November 23, 2014, 04:44:54 am »
Why do you ask if it's a VM ? This is something to try even on a dual-boot installation, or better, on a single-boot installation. * Hayleia runs Anyway, what to do with Linux (whatever distro it is) ? Well, write some code ! For example, if you are currently working on an Axe project, you can set up TIlEm, tok8x and vim (with Axe syntax highlighting) and start working very efficiently And when you need to convert a sprite into hex, write a tool for it instead of using online tools
57
« on: November 22, 2014, 06:14:47 pm »
How about just making the AI system extensible? You give an arbitrary AI the stage & current game state and it gives you player inputs. That way anyone could try to build an AI and you could switch between them (even like training, where you have a stationary mode, walking mode, jumping, defense, attack...).
Actually, it' probably going to be the contrary, even though in the end it will be the same. There is a place where I call input routines, and I can change those input routines the way I want (that's actually already how I switch between "Multi" and "Solo", there's just a different initialization but the exact same main loop, calling the right routine to get input) so if you want to develop an AI, just replace LocalInput2 with whatever you want. When it's done, we'll put LocalInput2 back at its place and add a way to trigger your input method I guess that you could have a variable or stat that holds lowest platform's y location in every stage, and have it check if the AI is above that location.
Yeah, ok, I said I already thought about this one and that the problem was only coming from the other part -.- Oh, and for actually staying on the platform, it's temporary boundaries (that is, until the player moves to another platform) will be in between the two edges, provided it has edges. If it doesn't, something else could be used, like the two x coordinates of the edges of the platforms (those two variables when you draw the platforms, that is)
There are several problems I see here. First of all, a "platform" is composed of several objects, so you can't detect where are the edges of the platform you are currently on. Second of all, even if the character knows where on the platform he is and where he will fall, how does he know if he can jump on another platform or let himself fall on a platfrom below if he only knows where is the platform he is on and not the other platforms ?
58
« on: November 22, 2014, 05:09:18 pm »
As for recovery, test to see if the CPU is under the lowest platform. If it isn't, do the things above. If it is, the AI could jump in the direction of the closest edge, then if it hasn't used it already or reached the platform, use the recovery move (Up Special).
Yeah, I had already thought about this one, and it actually seems like Melee is doing exactly that. This probably won't work smoothly, but you could have the AI check to see if there's a platform below it or if it is a certain distance away (being that you could move towards the platform instead of falling straight down).
As you said, this is probably not going to work smoothly. I'd have to loop through all the objects in the map at every frame just for player movement. You'd say that I already do it to check collisions anyway, ok. But still, adding this to that loop won't make thigs smooth at all.
59
« on: November 22, 2014, 04:36:32 pm »
Well that's a good plan about attacks but that is not the problem. How does the AI move on the map without falling ? See MAPBOO, there are four moving platforms, gaps everywhere and a whole bunch of annoying things for an AI to handle...
60
« on: November 22, 2014, 04:06:46 pm »
I saw those calcs when I visited France in the Summer
I'm in the US so the different names haven't started to affect me too much yet
Well that's even worse for your case I mean that in France, we have more reasons than you to confuse calc names so you should know the difference between 83 and 83+ Can you make it so you do not have to control both players? Instead, have it so you will not have to be fighting a standing still character.
You probably mean "implement an AI" ? Well, as said somewhere in this topic, if I ever make an AI for this game, it will be lame. Probably not even more efficient than an opponent standing still. But that project is open to contributions so I welcome any AI people can give me
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