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Thread: sora adventure0.1 first attempt at lua

                  
   
  1. #201
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    You cant incorpate the AI till you established what type of combat is going to be used. If it is beat em up style, turn based, board based etc it will completely detremine what type of AI to use.

  2. #202
    DCEmu Legend gunntims0103's Avatar
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    Default wat do you feel is right

    Quote Originally Posted by yaustar
    You cant incorpate the AI till you established what type of combat is going to be used. If it is beat em up style, turn based, board based etc it will completely detremine what type of AI to use.
    well for a game that will be side scrolling what do you think will be the best but the most simple combat stlyle then will worry about a.i

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    Real time beat em style like final fight/double dragon, then the AI can be a finite state machine.. Bosses will be interesting though...

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    Default beat em up stlye sounds good

    Quote Originally Posted by yaustar
    Real time beat em style like final fight/double dragon, then the AI can be a finite state machine.. Bosses will be interesting though...
    yea i agree beat em up stlye like in double dragon sounds good now how to start thats the prob il do my best on it yaustar i need sum one to put me on track to doing this got any ideas

    thanx in advanced

    well a user pm me a a.i turtorial im a look into it here it is
    http://forums.qj.net/showthread.php?t=50267

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  6. #206
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    Quote Originally Posted by gunntims0103
    yea i agree beat em up stlye like in double dragon sounds good now how to start thats the prob il do my best on it yaustar i need sum one to put me on track to doing this got any ideas

    thanx in advanced

    well a user pm me a a.i turtorial im a look into it here it is
    http://forums.qj.net/showthread.php?t=50267
    That is pretty much what I was thinking. A finite state machine and weighted behaviour. Although I would be thinking about making it simpler for your first game.

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    Quote Originally Posted by Shadowblind
    Side-scrolling? Thats kinda generic. Can we make it a side/front scrolling game?
    sorry shadowblind as of right now i have to go with the easyest method first i promise in later releases that i will change the combat format first let me learn the basics in coding for combat and a.i then will talk about different combat as of now we just have to go simple first

    Quote Originally Posted by yaustar
    That is pretty much what I was thinking. A finite state machine and weighted behaviour. Although I would be thinking about making it simpler for your first game.
    yea a little more simple wont hurt for right now once we get a basic combat format then we can inprove on it as of now i just want somthing basic for now any ideas on the codes to start with as i have no clue on combat on this piont il try to read up on sum tutorial on how to do this

  8. #208
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    Have each enemy hold a 'state' and on every frame it will act out its 'state' behaviour.

    eg:

    State Diagram



    Now the wait behaviour well go:
    If player is less then X metres away then go to Attack state.

    Attack behaviour:
    Move towards player, if player is close then fire/attack.
    If health is lower then X then change state to Retreat
    If player is more then X metres then go to wait state

    etc.

    However I will suggest at this point that you 'feature freeze' the project (that means stop adding new features) and cleanup the code (including comments) and fix that current 'off the map' scroll crash if you haven't so already. This way you have a almost bug free code base so any new code you add, you know 99% that something is wrong in the new code rather then what is already written.

    To give you an idea on how to commect, here are few examples from my C++ files:
    http://www.rafb.net/paste/results/UR33r175.html
    http://www.rafb.net/paste/results/6Mm9yN76.html

  9. #209
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    Default looks tough

    Quote Originally Posted by yaustar
    Have each enemy hold a 'state' and on every frame it will act out its 'state' behaviour.

    eg:

    State Diagram



    Now the wait behaviour well go:
    If player is less then X metres away then go to Attack state.

    Attack behaviour:
    Move towards player, if player is close then fire/attack.
    If health is lower then X then change state to Retreat
    If player is more then X metres then go to wait state

    etc.
    looks kind of tough i will try to do this but if i cant and fail i might have to bring in a coder that specailizes in combat and a.i i think there are a couple i will try my best yaustar if you can help me at this area of coding for combat ect it will be truly apprecaiated as i do know that this all will not be done in one day

    Quote Originally Posted by yaustar
    However I will suggest at this point that you 'feature freeze' the project (that means stop adding new features) and cleanup the code (including comments) and fix that current 'off the map' scroll crash if you haven't so already. This way you have a almost bug free code base so any new code you add, you know 99% that something is wrong in the new code rather then what is already written.
    your right i will try and clean up the code today but i am a little popped as my eyes have just been staring at a computer all day so ppl bear with me i will do as you say yaustar i do need help with that in game crash trying to fix it having trouble though im a take a break for a few and then get back on it the break should do me sum good

  10. #210
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    I will openly admit that AI is probably the most daunting and complicated aspect for a brand new coder like your self.

    Start off by getting an enemy to chase you if you are too close and stopping if you are too far away.

    [Wait]<---->[Chase]

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