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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
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.
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).
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).
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...).
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.
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)
To be honest, i don't think a quick comparison of X/Y coordinates of all platforms will take that long.
I'm not sure how they are organized, but in the Boo stage i see what look like 7 platforms.
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.
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
Quote from: bb010g on November 22, 2014, 05:51:08 pmHow 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
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.
Are you planning on random damage additions? (To give it percents that aren't a multiple of 15)
Quote from: CKH4 on December 01, 2014, 02:37:27 pmAre 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