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Messages - stratoavis

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Ok, I believe I found a good way to sort and structure my logic. I've already started prototyping some aspects of it and its coming slowly but those questions will be in other posts :P For now, what I've done is a goal oriented approach (looked it up in one of my AI books) that I outlined in notepad for the three main goals of the enemy with subgoals that can be added in.

I'll have more questions later on but for now I have a good idea where to start. Thanks again guys!

Resolved Questions / Re: Could I get some guidance on enemy AI?
« on: May 31, 2013, 04:44:52 am »
I haven't really thought too much about the active/non-active behavior method there so that is something I could look into. Otherwise, what I was thinking was creating custom events as "states" for each process in a behavior. So each event could be called Search, Gather, Attack, Return to Target, etc... And definitely keeping everything together to make it cohesive is important to prevent hiccups and making my brain itch more than it has to  :P

For the X/Y of the asteroids, I was thinking that upon creation, store its X/Y in a 2D list (which I still haven't figured out effectively :/) or array that the workers can access based on the index. For simplicity, once an asteroid is created it's staying put :P

For the Search, randomly choose one of the indices in that list/array that has the coordinates and have it move/collide with it to spawn a marker upon destruction of the asteroid.

For the Gather, if a marker is within range (to prevent a massive swarm closing in on one marker) get the X/Y of the marker and collide with it. Hardest part of this is I'm not sure about getting the newly spawned marker's X/Y. Same with the "within range" aspect...maybe a large dummy sprite?

And the Return to Target, once it has a marker on hand, return to a specified actor or target and upon collision with it, reassign its task (rather than once marker inventory is 0, reassign).

This is simplified of course but this is how I see it...or at least one way I suppose since the same could apply to the behavior method as well using a "brain" behavior like Photon said.

Thanks guys for taking the time to give your opinions and ideas on this. I greatly appreciate it :) twotimingpete is right with AI, definitely a challenging process but highly rewarding when it comes together, and even though its just three tasks it still takes a lot for it to work!

Resolved Questions / Re: Could I get some guidance on enemy AI?
« on: May 30, 2013, 07:13:54 pm »
Yeah I figured as much when I was trying to think about how to approach it since it would require ALOT of conditionals and the like. Unlike in the game where it can reassign it on the fly, I was thinking about just simply having each member assigned to its task and when completed reassign it randomly.

I knew it was not going to be easy by any means but thought I'd get some ideas at least on an approach. Nothing a few RNG's and trigger calls can't create!  :D By the way Tuo thanks for all the Demo's you've done on the forge! :) Amazing stuff and I learned a lot from them so thank you!

Hello everyone!

I currently have a project I'm working on and I was wondering if I could get some suggestions as to how to approach this so I'll try to keep this brief and to the point :)

Basically, I'm trying to create an enemy AI similar to the Worker AI in the game Sinistar. Essentially, a Worker has three goals in life: follow the player and wait til there is a crystal to steal, hang around the other enemy type (Warrior) for a free crystal, and look around for any floating or free crystals. Once the Worker has a crystal(s), its main priority is to return them back to the boss to "build" it offscreen. So it hunts for crystals and returns them to a point of origin and gets a task reassigned.

So to my understanding, its just a matter of assigning a task upon creation and then switch to its prime directive once it has accomplished that goal and back again randomly. However, as far as structuring it I could use some suggestions or ideas. I have some in mind but if I could get some suggestions I would greatly appreciate it. :)

I'll do my best to help out but not sure what is really going on so bear with me :P

So what specifically are you trying to store with the region? From what I could tell it looks like the width/height and the x/y of it. The only thing that I see different from the very first picture and the last picture is that you moved the regions X/Y coordinates with the move block. In your "Create region at (x:, y: ...)" you have it set to x = 0 and y = 0 so maybe try setting to a different position instead of the top left of the screen?

Also are you trying to store it into a regular attribute or a game attribute? Cause a game attribute is can be accessed anywhere in any scene. Maybe switching it to a game attribute may help also. :) Anyway those are my thoughts on it and good luck on Stency Jam! :D

Ask a Question / Re: .SWC Files - Some Help
« on: October 28, 2012, 06:47:56 pm »
Sorry for the late reply on this. That part I'm not sure of if you need to include the traditional method of importing (of which I don't think you need to import the unless that has something required by that library :P). I think as long as the*** is included in each class/namespace import it should work but I can't say for sure sadly :( But I would imagine that you wouldn't need to re-import it in your code block or free form mode since you already imported it into stencyl to translate...but I can't 100% say since I don't know how it would interpret that SWC file :o

Ask a Question / Re: .SWC Files - Some Help
« on: October 24, 2012, 07:38:23 am »
I'm not terribly familiar with importing SWC's into Stencyl but here is my understanding if this helps :) When you import the library, you have to specify the classes and packages being imported inside the import box for Stencyl to use, otherwise it won't know the resources needed or package references. ( This thread is where I found that out so credit goes to them on the topic :P But as far as using the actual libraries you would need to use the freeform code block to implement it. So since it won't have its own designated "block" like "create actor at X/Y" it would either be in freeform mode or the gray code block. I haven't used the freeform block yet so that I'm not too familiar with but once I get more comfortable with Stencyl I'll give it a shot sometime :D

Chit-Chat / Re: Designing a horizontal Shmup
« on: October 16, 2012, 12:06:48 pm »
In my understanding of the movement patterns and specific coordinates there are various ways to approach it. For curvy like motions you would be looking at using trig (sine and cosine) or even bezier curves for the plotting of it if you want to have some varying curve paths. Sadly my math in that area is terrible so I can't help much there :( But Stencyl has a "Follow Path" behavior that may help to experiment with that I have come across :)

Game Art / Re: My first character for a game!
« on: October 07, 2012, 07:02:50 am »
I like what you have so far for the base with the head and the helmet. But the helmet looks slightly flat to me :P The overall shape looks good and the details in it are good but maybe darkening it in some spots to give it depth can bring it out :)

Windows / Mac / Flash / HTML5 / Re: Crazy Cat Lady (My First Stencyl Game)
« on: September 20, 2012, 04:39:09 pm »
Thanks for the encouragement and I'm glad you liked it! I'm sure your game will be awesome nonetheless :) Just takes time like anything else. I'm currently looking into that movement "stick" that I have encountered with other players without having to overhaul the movement scheme but once I figure it out I'll update it.

Shared Resources / Re: Lots of Game Graphics
« on: September 19, 2012, 10:16:43 am »
Nice vector style resources there and styles :) Good for inspiration and relatively affordable for what you get.

Game Art / Re: So...What do you guys think of this?
« on: September 18, 2012, 06:24:08 pm »
I like what you have so far with the items and the different color trees :) At first glance with the smaller sized images of the seasonal templates it gave me the impression that they could be in a game with a "candy" like theme to it with the colors you picked :P

Windows / Mac / Flash / HTML5 / Crazy Cat Lady (My First Stencyl Game)
« on: September 18, 2012, 05:09:48 pm »
Crazy Cat Lady

This is my first game done with Stencyl so go easy on me :). This was more of a design demonstration on my understanding of Stencyl and seeing what I can do with it and what I can do better next time. It's not the greatest but I'm still proud of it :D

Chit-Chat / Re: Introduce Yourself!
« on: September 18, 2012, 04:59:11 pm »
Hello there :) My name is Brian, an avid gamer and game fan, and also a very pleased user with Stencyl. I have a Bachelor of Arts Degree in Game Design (which entails more of a jack of all trades, master of none if you will) and I have been messing around with various programs and tools to best fit my passion to create something amazing. Through my schooling I have learned various programs (Photoshop, Illustrator, 3D Studio Max, FL Studio, Flash, Visual Studio just to name a few) and have been looking for a means to help bring them all together. Sadly my programming skill is not the greatest but I can read and understand code if shown, but being able to come up with the logic was more of a setback. But in that I make up for it in Illustrator and Photoshop with some of my artistic ability. I am more than willing to help with things to the best of my ability but chances are I may end up asking more questions than answering hehe :) Since I found Stencyl I don't feel so overwhelmed with heavy programming emphasis and I can visually see the code, which helps me a lot cause I am a visual person.

Apart from wanting to make games I also enjoy playing and breaking them down to help gain ideas for something I could do in the future. Currently, or at least as of this post, I am addicted to The Binding of Isaac on Steam (I highly recommend this game to anyone due to the experience being different each time you play). I grew up on the old consoles of the past and enjoy pretty much every genre out there (cept sports games cause I am terrible at them :P) and looking forward to what the future has to hold for games.

Apart from my introduction I also bring my first game with me from Stencyl as well, which I am very proud to say that I have worked hard on showcasing my design abilities and my best with all facets of its creation (art, logic, sound, effects, ect.) with some help from Stencylforge on some things here and there. And with the community as helpful and nice as it is I am very pleased to join on :D

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