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drt_t1gg3r
Member Since 03 Aug 2005Offline Last Active May 08 2013 05:36 AM
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Topics I've Started
Nevermind
08 February 2013 - 07:40 PM
nevermind
ini_read_real
01 August 2012 - 08:35 PM
when I write the number to the ini file it writes it as
Elapsed_time=972468595.703791
However, when I read the value into a variable, it rounds it to the nearest 100th
Elapsed_time=972468595.70
anyway to fix it or is there a work around?
Elapsed_time=972468595.703791
However, when I read the value into a variable, it rounds it to the nearest 100th
Elapsed_time=972468595.70
anyway to fix it or is there a work around?
Data Analysis
01 August 2012 - 08:19 PM
So I was once told that to make enemy design I just plug in values to the different parameters of the enemies and players and use the trial/error method until I find what I want. Well, to me that seems a little silly. I mean Game Development and Design has become a science. And with science there comes data analysis of the observed surroundings either discounting or proving a certain hypothesis.
So I have some data ( 256 rounds of it ) where I have some variables that are changed one at a time ( variable group ) and some that do not change (control group )
a typical record looks like this
the ARMY_parent has 16 upgrades that cost Money and increases one of it's attributes
and we have an ENEMY_parent that is completely governed by ENEMY_controller
when an ENEMY_parent is destroyed (hp < 1 ) it increases Money, Mana and Score by a certain value
Now with all this data I was wondering how one would analyze it to either see or predict certain patterns or relationships.
Like 1 pattern I found is if both the enemy and the army have the same values in their variables then NOONE will win and they will cancel each other out. Though that may have been obvious for some it was not to me.
Is there a way to graph the data or something to show some of these pattern?
What I am hoping to do with this data is find the increment of the upgrade values and find the total cost of each upgrade which in turn will predict what the enemy variables need to be to make the round challenging.

We've all seen a graph like this above. How can I take my current data and predict this graph with my game.
So I have some data ( 256 rounds of it ) where I have some variables that are changed one at a time ( variable group ) and some that do not change (control group )
a typical record looks like this
Spoiler
so we have an ARMY_parent that costs Mana and is governed by a Army_spwn_time[1] <- that is the current round
Army_hp=10
Army_dmg=1
Army_atk_spd=1
Army_dps=1
Army_move_speed=2
Army_spwn_time=0.5
Army_total_health=100
Enemy_hp=10
Enemy_dmg=1
Enemy_atk_spd=1
Enemy_dps=1
Enemy_move_speed=2
Enemy_spwn_time=0.5
Enemy_total_health=100
Who_won=NOONE
Elapsed_time=972425195.704432
Total_armies=0
Total_enemies=0
Total_health=0
Total_army_wins=0
Total_enemy_wins=0
Army_hp=10
Army_dmg=1
Army_atk_spd=1
Army_dps=1
Army_move_speed=2
Army_spwn_time=0.5
Army_total_health=100
Enemy_hp=10
Enemy_dmg=1
Enemy_atk_spd=1
Enemy_dps=1
Enemy_move_speed=2
Enemy_spwn_time=0.5
Enemy_total_health=100
Who_won=NOONE
Elapsed_time=972425195.704432
Total_armies=0
Total_enemies=0
Total_health=0
Total_army_wins=0
Total_enemy_wins=0
the ARMY_parent has 16 upgrades that cost Money and increases one of it's attributes
and we have an ENEMY_parent that is completely governed by ENEMY_controller
when an ENEMY_parent is destroyed (hp < 1 ) it increases Money, Mana and Score by a certain value
Now with all this data I was wondering how one would analyze it to either see or predict certain patterns or relationships.
Like 1 pattern I found is if both the enemy and the army have the same values in their variables then NOONE will win and they will cancel each other out. Though that may have been obvious for some it was not to me.
Is there a way to graph the data or something to show some of these pattern?
What I am hoping to do with this data is find the increment of the upgrade values and find the total cost of each upgrade which in turn will predict what the enemy variables need to be to make the round challenging.

We've all seen a graph like this above. How can I take my current data and predict this graph with my game.
card game AI
17 January 2012 - 04:56 AM
I'm making a card game similar to "Castle Wars" where you have a deck made up of different card of different types. ( see the "decks" button to see the types and how many are in the deck )
How can I have the AI chose the correct card out of his hand on the probability that it will help him win?
what would be the criteria that would make one card better than another?
given:
player has a castle and a fence that can be a total of 100pts each
for every builder player has they get that many bricks per round (4 builders = 4 bricks per round)
for every soldier player has they get that many weapons per round (4 soldiers = 4 weapons per round)
for every magic player has they get that many crystals per round (4 magic = 4 crystals per round)
players spend materials (bricks, weapons, crystals) to either add to their materials, subtract from their opponents materials, add to their providers, defend, attack or a combination of 2 of them in some cards
total of 78 cards in a deck
there are 30 different types of cards in that deck
there are 3 different card types that add to your providers (builder, soldier, magic )
there are 10 different card types that defend the player (add to the fence, castle or both) NOTE: 1 card also hurts the player and 1 card also hurts opponent
there are 9 different card types that attack the opponent (attack the fence, castle or both) NOTE: 1 card also defends the player
there are 5 different card types that add to players materials (NOTE: 2 cards also subtract from opponents materials)
there are 6 different card types that subtract from opponents materials (NOTE: 2 cards also add to player's materials)
so what would be more important? adding to your providers, adding to your materials, subtracting from your opponents materials, defense or attack?
How can I have the AI chose the correct card out of his hand on the probability that it will help him win?
what would be the criteria that would make one card better than another?
given:
player has a castle and a fence that can be a total of 100pts each
for every builder player has they get that many bricks per round (4 builders = 4 bricks per round)
for every soldier player has they get that many weapons per round (4 soldiers = 4 weapons per round)
for every magic player has they get that many crystals per round (4 magic = 4 crystals per round)
players spend materials (bricks, weapons, crystals) to either add to their materials, subtract from their opponents materials, add to their providers, defend, attack or a combination of 2 of them in some cards
total of 78 cards in a deck
there are 30 different types of cards in that deck
there are 3 different card types that add to your providers (builder, soldier, magic )
there are 10 different card types that defend the player (add to the fence, castle or both) NOTE: 1 card also hurts the player and 1 card also hurts opponent
there are 9 different card types that attack the opponent (attack the fence, castle or both) NOTE: 1 card also defends the player
there are 5 different card types that add to players materials (NOTE: 2 cards also subtract from opponents materials)
there are 6 different card types that subtract from opponents materials (NOTE: 2 cards also add to player's materials)
so what would be more important? adding to your providers, adding to your materials, subtracting from your opponents materials, defense or attack?
Drawing an arc
07 January 2012 - 07:01 PM
I have a fishing pole object and a bobber object. I want to draw an arc from the tip of the pole (lets just say it's at the origin) to the bobber's origin so it looks like a fishing line get it?
I started with
I started with
for( xx = 1; xx < abs( other.x - x ); xx += 1 ) draw_point( x + xx, y + sin( xx ) );but that just made this really small wavy line at the bobber. So it's clear I have no clue where to start so if someone could give a shout I would appreciate it
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