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Advanced Platform Shooter AI (Ragdoll Update)


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#81 Crispy

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Posted 16 September 2011 - 04:13 PM

Well the grenades are a bit of a work in progress, I will try and improve them. There is a way of adding a limit, but I have no implemented it yet, you will need to make a variable like max_power or something.

I got most of the weather effects, and the stars from the Game Cave effects engine, I'm pretty sure snow was in there, search for it on the GMC if you wanna see what I mean. Ladder's would be easy to implement, and zip lines sound like fun, so maybe. Although the focus is suppose to be on the AI, I think this is a pretty decent platform shooter engine aswell.

I think I should focus on optimizing the current code before I go ahead and add anything else; but hopefully I will continue to update this.

I will be happy to answer any questions anyone has, and I'm always open to suggestions.

Thanks for all the support ;)

edit:
Small update
fixed it so enemy's no longer hurt each other
added a clear reloading symbol
made the AI animations work correctly
made the AI better and got rid of some unneeded code
changed HUD color (there was to much blue)

edit 2:
got my host-a account working again, so better d-load link
added sound effects for fun
changed weapon stats a little to balance them out
there's now a 'gore' variable in the bullet create event

Edited by Crispy, 19 September 2011 - 05:45 PM.

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#82 MythStudio

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Posted 18 September 2011 - 07:41 PM

Welcome and everything is working out great, also i don't remember if i had asked you or not but is this commercially used?
Thanks and if you can please fix the grenades they go though walls if you have to much power, also do you have any tips on how to make the game run faster, i have 35/35 fps wise but i think i have to many tiles in one spot and it Lags every time i go in the building...
Thanks for the Great Ai system as well i'm going to make some custom Ai and if they work ill send you a link to check them out and then ill send you a gmk so u can put them in the engine, i'm thinking ill make a commander that will call in more troops, maybe a unit that has a riot sheild, he will charge you:)
Well i gtg run :)
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#83 orange08

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Posted 19 September 2011 - 08:12 PM

I get an error when I try to start the game. Perhaps it has something to do with not having the GM Physics dll in the folder? ;)
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#84 Crispy

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Posted 19 September 2011 - 08:20 PM

I get an error when I try to start the game. Perhaps it has something to do with not having the GM Physics dll in the folder? ;)


If you read the opening post, you will see it says you need to install the GMphysic's EXT file.
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#85 orange08

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Posted 19 September 2011 - 08:25 PM

Aw dang, I did not see that... I played the previous version so I thought I could just re-download it again as usual. :whistle:
I doubt I'll be the only one who makes this mistake :P

Edited by orange08, 19 September 2011 - 08:27 PM.

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#86 Crispy

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Posted 19 September 2011 - 08:27 PM

Be sure to tell me what you think :thumbsup:
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#87 MythStudio

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Posted 19 September 2011 - 08:38 PM

Welcome and everything is working out great, also i don't remember if i had asked you or not but is this commercially used?
Thanks and if you can please fix the grenades they go though walls if you have to much power, also do you have any tips on how to make the game run faster, i have 35/35 fps wise but i think i have to many tiles in one spot and it Lags every time i go in the building...
Thanks for the Great Ai system as well i'm going to make some custom Ai and if they work ill send you a link to check them out and then ill send you a gmk so u can put them in the engine, i'm thinking ill make a commander that will call in more troops, maybe a unit that has a riot sheild, he will charge you:)
Well i gtg run :)

Im not sure if you passed this up or not but i think there's some good content in this^
alrighty :)
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#88 orange08

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Posted 19 September 2011 - 08:42 PM

Everything seems to work pretty well, right clicking does not seem to throw grenades... I noticed slight flashes at the top left of the room a few seconds after I right clicked, so I'm not sure what's going on there. Nice work!
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#89 Crispy

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Posted 19 September 2011 - 08:46 PM

MythStudio I did read it ;)

The grenades going through walls is something I'm aware of, its due to the collision detection for GMphysics and not really something I can fix. As far as making the game run faster, it runs pretty fast already, it might be due to the amount of objects in your room. I suggest deactivating non-essential objects that are outside of the view.

I would love to see any different types of AI you make, they all sound pretty awesome. :thumbsup:

Edit
@Orange
You have to hold down the right mouse button to charge the grenade throw, there is no visible indicator of this yet so you kinda have to guess.

Edited by Crispy, 19 September 2011 - 08:47 PM.

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#90 DaRk_bLaDe

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Posted 30 October 2011 - 09:11 AM

Hello Crispy

I personally love the game, its great. I was wondering how to change the grenades. I want them to be like they are being launched out of a grenade launcher, so that it launches straight but have a slight drop in the ark. (i have a grenade launcher attachment drawn on the gun).

Here is the code for the grenade:

h = rigidbody_create(x, y, 1, SHAPE_CAPSULE, 3, 2, 0);
pwr = obj_gun.grenpwr
forcex=0
forcey=0
if x > obj_player.xprevious{forcex = pwr}
if x < obj_player.xprevious{forcex = -(pwr)}
forcey = -(pwr)
//if y > obj_player.yprevious{forcey = pwr}
hit_scr(h,forcex,forcey)
alarm[0] = 100


If you could edit this to meet my needs that would be great :)

Cheers -DaRk-
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#91 Crispy

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Posted 30 October 2011 - 02:50 PM

Hello Crispy

I personally love the game, its great. I was wondering how to change the grenades. I want them to be like they are being launched out of a grenade launcher, so that it launches straight but have a slight drop in the ark. (i have a grenade launcher attachment drawn on the gun).

Here is the code for the grenade:

h = rigidbody_create(x, y, 1, SHAPE_CAPSULE, 3, 2, 0);
pwr = obj_gun.grenpwr
forcex=0
forcey=0
if x > obj_player.xprevious{forcex = pwr}
if x < obj_player.xprevious{forcex = -(pwr)}
forcey = -(pwr)
//if y > obj_player.yprevious{forcey = pwr}
hit_scr(h,forcex,forcey)
alarm[0] = 100


If you could edit this to meet my needs that would be great :)

Cheers -DaRk-


I'm afraid the grenades weren't programmed very well :(
basically because i'm using the GMphysic's GEX, and it's only in a beta so it does not support applying a force in a given direction. You can, however apply x and y forces. So the pwr variable basically is just applying and a x and y force.

In order to get the grenade to fire towards the mouse it would involve some maths.

what I recommend doing is instead of using the default grenade, you create a new object. All you need to do is change the weapon properties, and add gravity to that object. You could have it either change in to a physics grenade on impact, or simply have it explode.

Hope that helps! glad you like the engine.
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#92 DaRk_bLaDe

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Posted 30 October 2011 - 09:05 PM

Thanks for the reply :)

When u say that we can use it for commercial use, wat does that mean?
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#93 Crispy

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Posted 30 October 2011 - 10:21 PM

Thanks for the reply :)

When u say that we can use it for commercial use, wat does that mean?


Commercial use means you can use it in a game you want to sell, without giving me any profits. Pretty much i'm giving you the rights to do whatever you want with it.
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#94 DaRk_bLaDe

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Posted 31 October 2011 - 09:15 PM

Thanks but your name will be in the credits...I will but up a link when the game is further along
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#95 rochowmaster

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Posted 13 November 2011 - 04:54 AM

Freezes a lot - with no error report. too much cpu?
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#96 DaRk_bLaDe

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Posted 14 November 2011 - 10:49 AM

Hello again Crispy

First of all i noticed that when your player is facing to the left that you will shoot from slightly below the gun and when you add a silencer it gets put in the same place as where you shoot from. So basically the silencer is not connected to the gun and you shoot from the silencers position. If you know how to fix this it would be great because it is in my list of things to update before i release the game to my friends who help me find bugs or ways to make gameplay more enjoyable.

Things i have added:

-MSG-90A1 sniper
-AK-47
-More levels
-start up screen
-Start-up menu
-Grenade launching
-Survival mode
-Campaign mode

Things i need to fix if you have a way to fix my problem with the shooting and silencer that would be great. When i release this update to my friends i will also send you a copy if you like.

Cheers

-DARK-
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#97 BluePotato1994

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Posted 11 December 2011 - 08:53 AM

GMPhysics is too old and crashes a lot!. Maybe you could look into ExtremePhysics seeing as it is more stable and up-to-date
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#98 Crispy

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Posted 12 January 2012 - 01:50 AM

Freezes a lot - with no error report. too much cpu?



GMPhysics is too old and crashes a lot!. Maybe you could look into ExtremePhysics seeing as it is more stable and up-to-date


Yes I am aware of how crap and old GMPhysic's is. I really can't be bothered to reprogram the whole physics part of the engine with a different physics solution.
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#99 n3xust

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Posted 28 March 2012 - 04:46 PM

Hey, I've found an issue... I'm trying to use this as a base for a platform shooter that spawn enemies in waves... problem is, when an enemy is spawned, it's head is upside down. Do you know how I could fix this?
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#100 MrMota

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Posted 20 April 2012 - 09:43 PM

You know what can be super in your engine?
Put it to be a online engine...
Look this video:
Click here

I think i'll try... But i'm new, i don't know pretty much.
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