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Author Topic: tanks and AI -  (Read 550 times) Bookmark and Share
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shmibs
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« on: 03 July, 2012, 19:09:53 »
+5

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.


* tanks.gif (552.31 KB, 192x128 - viewed 131 times.)
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« Reply #1 on: 03 July, 2012, 19:19:10 »
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Oh wow this is cool Cheesy by the way we should get more ppl into playing.
« Last Edit: 03 July, 2012, 19:36:09 by aeTIos » Logged

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« Reply #2 on: 03 July, 2012, 19:29:37 »
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It's a lot late. Only 5 days left.
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« Reply #3 on: 03 July, 2012, 20:36:24 »
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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. Smiley
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« Reply #4 on: 03 July, 2012, 20:43:44 »
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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. Smiley
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« Reply #5 on: 03 July, 2012, 20:56:36 »
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* shmibs meant that he wasn't going to be entering, but was making something anyways
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« Reply #6 on: 04 July, 2012, 04:32:04 »
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oooh shiny!  What kind of rules to the AI's follow?
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« Reply #7 on: 04 July, 2012, 06:42:23 »
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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: 04 July, 2012, 07:26:45 by shmibs » Logged



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« Reply #8 on: 04 July, 2012, 08:46:36 »
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It looks pretty cool, but the sprites remind me of race cars from some old video game instead of tanks. Big smile
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« Reply #9 on: 04 July, 2012, 14:25:45 »
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It's looking nice so far!
Keep it going! Smiley
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« Reply #10 on: 04 July, 2012, 15:09:48 »
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Cool! I considered doing something similar for the nspire, but changed my mind.
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« Reply #11 on: 04 July, 2012, 17:03:16 »
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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.
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« Reply #12 on: 04 July, 2012, 17:18:09 »
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That sounds like a pretty neat idea ...Tho it indeed sounds like an epic corruption O.o
« Last Edit: 04 July, 2012, 17:18:25 by aeTIos » Logged

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We do what we must because we can.
For the good of all of us
Except the ones who are dead.

But there's no sense crying over every mistake
You just keep on trying till you run out of cake
And the science gets done and you make a neat gun
For the people who are still alive.

I'm not even angry.
I'm being so sincere right now.
Even though you broke my heart and killed me.
And tore me to pieces.
And threw every piece into a fire.
As they burned it hurt because
I was so happy for you.

Now these points of data make a beautiful line
And we're out of beta we're releasing on time.
So I'm GLaD I got burned think of all the things we learned
For the people who are still alive.

Go ahead and leave me.
I think I prefer to stay inside.
Maybe you'll find someone else to help you.
Maybe Black Mesa -
THAT WAS A JOKE. HA HA, FAT CHANCE.
Anyway, this cake is great:
It's so delicious and moist.

Look at me still talking when there's science to do.
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I feel FANTASTIC and I'm still alive.
While you're dying I'll be still alive.
And when you're dead I will be still alive.

Still alive
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« Reply #13 on: 04 July, 2012, 19:56:46 »
0

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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« Reply #14 on: 26 July, 2012, 07:13:15 »
+1

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.


* tanks.gif (1082.07 KB, 192x128 - viewed 55 times.)
* A.8Xp (2.23 KB - downloaded 3 times.)
* ACC.8Xp (1.12 KB - downloaded 3 times.)
* TANKS.8Xp (0.52 KB - downloaded 6 times.)
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