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Messages - chimpulous

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1
Hello all you stencylers! Hope your games are going better than mine :P Here is my latest game build for combat ai.

Basicly my questions are: what ways are best for optimization stencyl games?

and

how do I best detect a crash problem?  (the controllable character seems to cause it but im not sure how)

I will soon add the behaviour code with all the comments in so people can see what might be the best root.

You can take part in the battles (you are on skeleton team)

http://www.stencyl.com/game/play/9767

the basic concept of the game was to integrate a small army system so that you were fighting along side your troops, either defending your town, base whatever, or you could invade other territory.

Its probably ambitious for Stencyl, none the less iv'e loved seeing this game come to life (I know its not the best AI but not bad for a first attempt ey?)

I'd love to know any thoughts on the concept or if anyone is interested in working on this (I am best      suited to graphics and ideas mainly.)

Regards

Chimpulous  8)

2
Yes thanks for the advice.

I had originally planned to separate behaviors as you say, but I think I was struggling to achieve the desired effect that way. It is a total mess i know. I didn't realise that the print command would show values, is that on the console?

Ill list the problems as of now.

-The character will sometimes freeze, which in the code i intended it to follow the "target" if inside its range and stop to fire at a certain distance (or in the dragon's case stop to melee attack).

-The projectiles sometimes don't fire where as the animations play

- The skeleton's should follow the dragons quite a lot since their sight range is about 400 px radius (the dragon's is much smaller and it seems more active.)


I have tried correcting these issues but something else always seems to break. I makes me think that maybe the issue is something minor. Perhaps I should re code the whole thing a bit neater? or is there anyone interested in collaborating with two ideas merchant/artists?

any help is always appreciated though and thanks for the consideration and compliments.

Chimpulous

3
As you might have looked already i'm having troubles with the firing characteristics and some of the movement characteristics f the game. I thought i'd publish my work so far for the sake of sharing  the ideas, but im also hoping that i could get some  insight as to why things aren't working right.

ignore the dragon's crappy hitbox. that's not a problem to fix (i hope)

Any ways heres the link again and an image of the code attached.

http://www.stencyl.com/game/play/9767

4
Ask a Question / Re: how do I detect a specfic group of targets?
« on: November 29, 2011, 02:44:07 pm »
Wow I'm finally getting there. I tried to understand trig, and my cousin was even flaunting it like it was nothing (i think my brain is a bit bashed from lots of overwhelming complications :P) but in the end i understood enough to get things following and shooting at each other (somewhat) I just wanted to thank you again for your support and ill be posting a small demo as soon as the game looks a bit more presentable.

One more thing, i'm tailoring the animations and i need to know the best way to identify a corresponding animation to a character's facing direction so if the dragon was attacking a target to it's left he would know that he would be doing the attack left animation. anyway ill look into the matter properly also.

Thanks again!  ;D

5
Ask a Question / Re: how do I detect a specfic group of targets?
« on: November 05, 2011, 05:42:20 pm »
Hectate,

 thanks so much for all the help. Ive been a bit busy myself lately but its good to know I don't have to worry about the ai as much. You've shown me a great deal and I hope you do well with your projects. If there are any graphical needs or advice on your end, i'd be happy to help you (I specialise in 2d animation). Many thanks! :D

6
Ask a Question / Re: how do I detect a specfic group of targets?
« on: November 01, 2011, 04:32:40 pm »
This is good stuff and yes I would like to know more on custom blocks, for example that distance behaviour. I also have downloaded one from a user named HNF but I what I am unsure about is its correspondence to the "conditional" block. You yourself have used your own custom blocks and then returned a formula or action in response. Can you help with the custom blocks at all? There's probably something easy behind it im sure :P

7
Ask a Question / Re: how do I detect a specfic group of targets?
« on: November 01, 2011, 01:51:33 pm »
Wow this might take me a while to get my head around. Please one last thing if you could. I have noticed that the "distance between" block is a custom block. Can you just explain to me how they work or point me to a source that explains things  :P Thanks for sharing :)

8
Ask a Question / Re: how do I detect a specfic group of targets?
« on: November 01, 2011, 08:12:27 am »
wow Hectate, that is the most helpful reply Iv'e had yet. I checked out your demo and i'm very impressed with it. Ill do my best to get it working and your ideas should point me in the right direction. One thing though, how would I go about my dragon checking for distance?

9
Ask a Question / Re: How do I reduce the number of actors?
« on: October 27, 2011, 04:01:15 am »
theres an option in the drawing section called drawing sprite. have you played about with those? they are in the "drawing" blocks. You could also try recycled actors? There is a section online about optimizing games and I think there is some mention of recycled actors, but I would try both of those out.

Hope this helps!

10
Ask a Question / how do I detect a specfic group of targets?
« on: October 27, 2011, 01:10:55 am »
Hi all,

having gotten through the bulk of the combat AI, I am moving on to another problem. I have decided to make a foun directional action-rpg like game but with group combat elements. All I need to figure out now is how to make an actor detect another actor in a certain group and take action only if it is a certain group. So lets say if a peasant walks into the dragon's radius and a skeleton does also, the skeleton is allied with this dragon and the peasant is his enemy. There also are other enemies the dragon has such as knights. The trouble I'm having really is to make the behaviour local to the region only and ONCE the peasant is outside the region the dragon ignores that particular peasant again.

Some people may have noticed that 5 dragons chasing 5 peasants wont pick any peasant at random.  Instead they will pick the same peasant ( I don't know what decides this particular peasant). I was just wondering if anyone else had to deal with this and can give me some insight?

Many thanks for any suggestions!  8)

11
Windows / Mac / Flash / HTML5 / Re: Ear Invader
« on: October 22, 2011, 08:33:42 am »
well I cant say that it isn't original :P . Very surreal I liked it :)

12
Ask a Question / Re: Stopping a behaviour repeating and accelerating
« on: October 22, 2011, 08:14:19 am »
no wait its swords 'n' hammers5  :P

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Ask a Question / Re: Stopping a behaviour repeating and accelerating
« on: October 22, 2011, 08:08:29 am »
Oh and if you want to see the result I have published the game on stencyworks as swords and hammers 5

14
Ask a Question / Stopping a behaviour repeating and accelerating
« on: October 22, 2011, 08:07:24 am »
Hello again Stecylers.

Let me first say this makes more sense with the design mode so ill attach it!

I have been working on this AI behaviour for a while now and i'm close to my desired effect, but there are one or two problems:

1. As my character is in a "walking state" at first he very much applies the random movement function in the same manner as in the action rpg template "(which comes with stencyl) but after a while his movement begins to become more "jerky", and I can only thing its a problem with repetition somewhere in the code.

2. I have also applied "fireball state" where when in this state he should switch to the "fireball animation" and create a fireball (the fireball has its own behaviours which make it target the actor). However the behaviour does not work to my expectations and I think it has something to do with the "Idle down" animation, in the "master state".

Please any help to solve these problems would be enlightening and while were at it, I need some tutorials (besides the basic stencyl ones) that deal with design mode and behaviours.

Many thanks

Chimpulous :)

15
Ask a Question / Re: behaviour control?
« on: October 19, 2011, 06:11:04 am »
Thanks for the tips ill see if I can figure it out. I have done the tutorials stencyl provides and I check all the block functions regularly but I suppose I have a way to go. Ill see if I can solve it thanks for the info Alexin  :D

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