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Windows / Mac / Flash / HTML5 / Re: GoldSpace (Working title: Space Pirate)
« on: November 08, 2022, 12:02:31 am »
Wow. That seems pretty cool! Can't wait to see more!
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Just a thought concerning showing players how to block or even the possibility. I have been playing Costume Quest 2 lately, and I really like the way that they guide players. It's an action-rpg, like the Mario and Luigi SuperStar saga games, meaning that while the combat is turn-based, if the correct buttons are hit with the correct timing, then attacks and blocks can be more or less effective.
The way the game signals to the player when to press the button is with a circle that shrinks to a point focusing on the character blocking. If the block button is pressed exactly when the circle disappears, then then block is successful. I think this is a great way of showing the mechanics to block and coaching the player about the proper timing of button presses. You wouldn't need to implement this the whole game though, perhaps during the first stage.
I don't know if a cut scene would work seeing as players have been trained to understand that sometimes characters do things in cut-scenes that players can't normally do. But that's just my two-cents.
Thanks!I know what you mean. It's not that I have ever really had trouble making cool AI for games or anything, nor did I really learn anything new from this video (the AI he uses is pretty much how AI in Minecraft works, albeit in a more simplified way). It's just, it made me want to make hundreds of new projects just for the AI. I had to stop myself, though. I have my own major projects in development that need attention first!
I will take a look.
I think a AI is never done
That would be a lot more restrictive than my approach. For instance, that wouldn't work with multiple light sources, additive and non-additive lights (which i talk a bit about in the TIGSource devlog, but basically lights that combine color/brightness vs lights that just mesh shapes if they are the same color), dynamic light sizes, the light beams entirely (they use the exact same code for the single-point lights, just stretched along a line). Also. though its hard to tell when the light is moving and because the transitions are so smooth, the triangles are fixed to the tile grid visually. I could make an image snap to the tile grid sure, but that would look a lot less intricate than having each triangle moving individually.That makes sense. I do, though, want to disagree with the multiple light sources part, though. I can use a static black image that fills the entire screen and cut out multiple light sources and still have character movement and a negligible hit to performance, even with graphic redraws that players won't notice at all. But that's neither here nor there. It's a very interesting approach and I applaud your work thus far.
Thanks guys!
albatrosssoup: Awesome! I love Gimmick a lot. I honestly didn't even think of that when making it.
I'm kinda hesitant to just give out pretty much the main draw to the game, but I will say it's a big array of triangles drawn to the screen every frame, in which the size/shape and color/darkness depend on the lights in the scene in relation to the position of each triangle.
It's taken a lot of work to get it to run smoothly. Right now I can have nearly as many lights as I want and still maintain 60fps. The light beams slow it down a bit, but it never drops below 30 on my machine. I'm pretty confident I can't get any faster with the drawing/lighting code, but I haven't invested enough time into the raycasting to know if I can't optimize that any more. I just finished it a couple days ago (and actually only spent one day on it. I'm surprised I did it that quickly) so I'm sure I can speed that up a bit more.
Dang, that looks sweet.Not on my junky computer!
Not to sound like a frame-rate jerk, but does it run at 60 FPS?
Great suggestion! I was working on a game with 100+ attributes and wasted a lot of time scrolling through the list.