Author Topic: tanks and AI  (Read 5718 times)

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Offline shmibs

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tanks and AI
« on: July 03, 2012, 01:09:53 pm »
it's a bit late to enter the contest, but i felt like making something related to the topic anyways, and have been playing a lot of Steel Storm recently, so here's the beginnings of a tank fighting game of some sort. adding in smooth scrolling maps + bullets + collision detection will add a HUGE amount of overhead, but this is running with 11 AI's and at 6MHz, so i think it might be doable with 2-3 AI's at a time and at 15MHz, with some optimisation.

Offline aeTIos

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Re: tanks and AI
« Reply #1 on: July 03, 2012, 01:19:10 pm »
Oh wow this is cool :D by the way we should get more ppl into playing.
« Last Edit: July 03, 2012, 01:36:09 pm by aeTIos »
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Offline blue_bear_94

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Re: tanks and AI
« Reply #2 on: July 03, 2012, 01:29:37 pm »
It's a lot late. Only 5 days left.
Due to dissatisfaction, I will be inactive on Omnimaga until further notice. (?? THP hasn't been much success and there's also the CE. I might possibly be here for a while.)
If you want to implore me to come back, or otherwise contact me, I can be found on GitHub (bluebear94), Twitter (@melranosF_), Reddit (/u/Fluffy8x), or e-mail (if you know my address). As a last resort, send me a PM on Cemetech (bluebear94) or join Touhou Prono (don't be fooled by the name). I've also enabled notifications for PMs on Omnimaga, but I don't advise using that since I might be banned.
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Offline cyanophycean314

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Re: tanks and AI
« Reply #3 on: July 03, 2012, 02:36:24 pm »
Not really, it's just procrastination at it's finest. I could still write an ok entry in five days if I threw most my time on it. :)

Offline parserp

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Re: tanks and AI
« Reply #4 on: July 03, 2012, 02:43:44 pm »
Not really, it's just procrastination at it's finest. I could still write an ok entry in five days if I threw most my time on it. :)
Couldn't have said it better myself. ._.

Offline Builderboy

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Re: tanks and AI
« Reply #5 on: July 03, 2012, 10:32:04 pm »
oooh shiny!  What kind of rules to the AI's follow?

Offline shmibs

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Re: tanks and AI
« Reply #6 on: July 04, 2012, 12:42:23 am »
it's rather simple, actually. right now, they just have a 2/3 chance of accelerating forward, 1/3 backward, turn towards the player, and stop moving forward within a certain distance. i'm going to add in side to side motion as well and have them slide a bit ambiently and have a chance of swerving when the player fires his weapon/they hit a wall.

EDIT: builder, what do you recommend for a map setting?
* shmibs is worried that smooth scrolling would be too sluggish with this much going on, but that anything else would feel too crampt.

DOUBLE EDIT: what should i do for collision detection? is there a better method than progressional pixel testing?
« Last Edit: July 04, 2012, 01:26:45 am by shmibs »

Offline TIfanx1999

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Re: tanks and AI
« Reply #7 on: July 04, 2012, 02:46:36 am »
It looks pretty cool, but the sprites remind me of race cars from some old video game instead of tanks. XD

Offline Sorunome

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Re: tanks and AI
« Reply #8 on: July 04, 2012, 08:25:45 am »
It's looking nice so far!
Keep it going! :)

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Offline lkj

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Re: tanks and AI
« Reply #9 on: July 04, 2012, 09:09:48 am »
Cool! I considered doing something similar for the nspire, but changed my mind.

Offline squidgetx

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Re: tanks and AI
« Reply #10 on: July 04, 2012, 11:03:16 am »
DOUBLE EDIT: what should i do for collision detection? is there a better method than progressional pixel testing?
I use a hackish radial-distance method for collisions in Embers - I pretend every enemy and item exists within a diamond given by distance=distancex+distancey, which is basically a optimal corruption of pythagorean distance=root(dx^2+dy^2). It's not as graphically perfect as using pixel masks but it sure is a hell of a lot faster.

Offline aeTIos

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Re: tanks and AI
« Reply #11 on: July 04, 2012, 11:18:09 am »
That sounds like a pretty neat idea ...Tho it indeed sounds like an epic corruption O.o
« Last Edit: July 04, 2012, 11:18:25 am by aeTIos »
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Offline Stefan Bauwens

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Re: tanks and AI
« Reply #12 on: July 04, 2012, 01:56:46 pm »
it's a bit late to enter the contest, but i felt like making something related to the topic anyways, and have been playing a lot of Steel Storm recently, so here's the beginnings of a tank fighting game of some sort. adding in smooth scrolling maps + bullets + collision detection will add a HUGE amount of overhead, but this is running with 11 AI's and at 6MHz, so i think it might be doable with 2-3 AI's at a time and at 15MHz, with some optimisation.
Looks awesome.


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Offline shmibs

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Re: tanks and AI
« Reply #13 on: July 26, 2012, 01:13:15 am »
i doubt i'm every going to do anything with this, but here's the latest version of it, if anyone feels like playing around.
A is the executable, ACC and TANKS the source, and the arrows move you in directions relative to the tank, while 2nd and mode turn.

Offline Stefan Bauwens

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Re: tanks and AI
« Reply #14 on: July 26, 2012, 03:28:56 am »
Looks  fun. Looks like a good start for a game. :)


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