Posted 05 April 2012 - 03:35 AM
Download:Here-1.2mb-Hosted on my website
Please report any bugs, and i will fix! Also if you guys want the source, just ask and i will add it to this page.
Posted 05 April 2012 - 05:05 AM
Posted 05 April 2012 - 06:45 AM
Very good concept, but very complicated . I like it though, but what exactly would you do with this? Its just hard to actually you know implement this into a game. Because every game is different, but i like the idea!. I know this is hard but try to make at least more user friendly >.< and maybe make it so you can actually also test it so you can talk to the AI and it responds back.
Well, lets say you have an RPG game, and you want to be able to talk to characters. The way most people do this is to just use show_message in a sequence with a few get_strings along the way. It would sort of seem like your talking to them, but this method of looking for keywords and having an appropriate response is a lot more versatile. It is especially usefull if the game has multiple paths you can go down, and by asking certain questions the ai will send you down different ways to end the game.
You can test the AI by clicking into the black screen in the middle and pressing enter. Just type in what you want to say and it will respond based of what you have added to it. Dont worry though. As soon as i finish it i will make an example. This is just so that i can see what people might think of using this for, user interface upgrade ideas, and things to make it better as i move it along the road to completion.
Here is a massive example based on that concept. It was not created using this program, but the program will be able to recreate and possible make a better one.
Edited by spikey123, 05 April 2012 - 07:05 AM.
Posted 08 April 2012 - 08:10 AM
Elaboration is here for those who want to know
Lets say you have added in a part to your Ai where if your mean to it it says "that's not nice!". The problem is, it will still act the same way to you when you talk to it afterwards. Instead, you could switch its state to annoyed. This knew state might have slightly more hostile words and things like that. So using states it will allow for different ways the ai can react. :D If your still reading, good job!
Here is a screenshot of what it looks like now. I would still like suggestions though.
New Interface ScreenShot
And yes, i am using GameWidgets by BBGaming. All interface credits go to him, except the graphics which i made myself.
Woops, image from an older interface.(Older, lol. ) Here is the real interface AND a diagram of what each part is.
New Interface ScreenShot
Edit3:Here is the latest version. Here. It does not yet feature states, but allows you to save to GML and the AI makers special format. It does not yet support loading. As this page had basicly noone(GMLol ) posting, i will work on other projects of mine that might be a little bit more noticed. If anybody wants me to continue working on this i am happy to, but for the time being i will not be developing this program. Here is the source as well:Source
Edit4:I forget to say how to use the .gml file. Import it into gm and place the AIinit script in the create event of the ai object. Then call the other ai script with one argument:What u want to say to it. It will return the answer that will be made using the AI creator.
Edited by spikey123, 13 April 2012 - 11:54 PM.
Posted 16 July 2012 - 06:36 PM
This sounds really great and would love for you to continue this. For RPGs this would be immensely helpful
Posted 06 August 2012 - 11:32 PM
Posted 26 August 2012 - 03:59 AM
Heres how the new one will work:
Edited by spikey123, 26 August 2012 - 04:07 AM.
Posted 19 December 2012 - 05:26 AM
Posted 21 December 2012 - 04:53 AM
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