Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: Demon on September 07, 2006, 01:57:00 pm

Title: Battle
Post by: Demon 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:
user posted image
As you can see, Zeke, the AI (the horned demon) is pretty agressive :)smile.gif

Ideas?  Comments?  OMGs?  WTFs?   :Ptongue.gif
Title: Battle
Post by: Ranman on September 07, 2006, 04:05:00 pm
Wow! That looks really cool. :thumbup:google.gif
Title: Battle
Post by: Spellshaper on September 07, 2006, 11:11:00 pm
neat. that's a lot of action going on in 96*64 :Dbiggrin.gif
Title: Battle
Post by: DJ Omnimaga 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!
Title: Battle
Post by: bfr on September 08, 2006, 01:26:00 pm
This looks pretty cool  B)cool.gif
Title: Battle
Post by: Demon 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.
Title: Battle
Post by: DJ Omnimaga on September 09, 2006, 03:54:00 am
aaah cool ^^
Title: Battle
Post by: Demon 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?
Title: Battle
Post by: Dragon__lance 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 :Dbiggrin.gif
Title: Battle
Post by: necro 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.
Title: Battle
Post by: Demon 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...
Title: Battle
Post by: DJ Omnimaga on November 24, 2006, 02:38:00 am
indeed x.x usually i recommend one enemy at once otherwise its too slow. imagine starcraft RTS in BASIC O_Oshocked2.gif


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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]

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Title: Battle
Post by: Halifax 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
Title: Battle
Post by: DJ Omnimaga on November 25, 2006, 08:18:00 am
I,ve moved this in Demon's project sub forum
Title: Battle
Post by: necro 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.
Title: Battle
Post by: Demon on November 30, 2006, 02:51:00 am
I decided to go away from the tilemap and use just the characters.  I made Zeke (and the other enemies) a bit smarter.  They can now pull off left/right -> up/down combo attacks so you better not get cornered in a bad place.
Title: Battle
Post by: DJ Omnimaga on November 30, 2006, 03:19:00 am
you mean, using ASCII? That would still be cool
Title: Battle
Post by: Demon on November 30, 2006, 12:39:00 pm
It still uses xLIB and the sprites but I can't make it fast enough to be as fast as a real time fighting game should be, so I took out the tilemap.  It's still not fast enough.