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ydawg314

Member Since 04 Aug 2007
Offline Last Active Oct 19 2012 10:24 PM

Posts I've Made

In Topic: AI: Naive Bayes Classifiers

22 January 2012 - 09:08 PM

I dont mean to grave dig but this is some very interesting stuff which can be used to develop learning ai for a game. One way to do this would be to start off ai development by telling the ai some good and bad moves to do in certain situations (for tds example: if your scared so your goal is to survive and there are a lot of enemies in front of you retreating is good). Situations could be represented by numbers or letters depending on the number of options. You could also make the ai retrain itself afters it has done moves which have had a substantial effect on it.

I will try and develop an example of this.

Thanks for your example! :biggrin:

In Topic: AdrenaLive |Action dodge game, with guns and more

18 January 2012 - 02:54 AM

I had a little time to day so I played this game. It was fun!
Pros:
  • I liked how fluid the game felt
  • I really liked the skills system. It was fun and fresh to be able to do more than just run
  • I liked the music
  • I did like some of the meme stuff

Cons:
  • Things were a little bit hard to see
  • sometimes things were just too impossible like 3 mines in a row with bombs
  • the graphics...

Suggestions:
  • Add slightly better graphics
  • Make things more distinguishable
  • add layers to the suits for example make the soldier suit have a level 2 with more skills like dual mgs and the ninja melee weapons

In Topic: bit manipulation

15 December 2011 - 04:28 AM

I don't think you understand how binary works. Your variable, int, equals 405. The 0's on the left don't change that. 405 in binary is 110010101.

So when you do int&001100, you're basically turning all bits except the 3rd and 4th from the right into 0's, leaving you with 000000100, which is 4. When you then do int&000011, you're left with 00000001, which is 1. So intx would be 4, and inty would be 1.

I think what you're trying to do would be better off done with modulo and integer division:

pack_xy(x, y)

return x+y*256;

unpack_x(int)
return (int mod 256);

unpack_y(int)
return (int div 256);

-IMP


Ohhhhhhh your right I dont know how I completely mixed it all up  :biggrin: ..... Thanks for your help!

In Topic: Mobile Suit Grunt Wars: Fast-Paced Mech Gundam TDS

13 December 2011 - 04:02 AM

I put this on hold for school but I am about to have a break so I am going to resume work on this...

with my last version of the game,
http://www.youtube.c...feature=related
one thing a lot of people (including myself) complained about was the fact that ms could boost on land too freely. You could fly around the whole time dodging bullets....

as I posted above this is still pretty much the current game
http://www.youtube.c...player_embedded

This time I have been trying to come up with a system which discourages players from boosting like this (on land) without there being too much of penalty.

To come up with this new system I have been watching the shows One thing I noticed is that ms can boost on land easily but the draw back to doing this is that is becomes hard to aim when accelerating and decelerating at high speeds and if you land to fast you need time to stabilize the ms.

(to be honest im also taking a que from GTA gears of war and smash bros)

To fix this I am making the following changes to the game:
- holding w will make you walk
- tapping w will making you run GTA style
- tapping w to a correct beat will make you sprint fastest (allows for skills)
- pressing space will allow for minimum thrust
- holding w and pressing space promptly after will allow for maximum thrust (like power hit in super smash bros 64)
- the faster you press space after w the more thrust you will use and the faster you will go
- the higher the speed you are going the sloppier the landing will be
- the speed of acceleration and deceleration will accent short takeoff and landing animations which negatively affect aiming
- tapping A and D at right beats will allow you to walk off a sloppy landing or break neatly so you can shoot or run in a shorter amount of time.
- buildings can be used as cover and for stopping sloppy landings
- you can grab buildings to stop you but at high speeds you will damage them
- sprinting and breaking will cause more collateral damage so you may want to hover and walk slow when fighting in ally territory

in making these changes my goal is to add a little more skill and strategy to movement and to connect the keyboard to the ms further to make the player feel like they are really in control. For example tapping w once will make the ms complete a full step and once you master pressing w to the beat each step will match the button press. This is also what I intend to do for breaking. Melee moves will also be timed to this beat system.

To make the player accustom to this there will be tutorials mixed in throughout the single player missions. For example in the first level when the player takes their ms out of a hanger they will have to walk slow so (to not cause collateral damage) they gain experience with walking efficiently to a beat.

All that said new comers will not need to abide by the new movement rules but they will just move with a lot less precision than veteran players. This new system will also allow for ms to feel more unique without making things feel to foreign.

Tell me what you think and try the demo!  
I value all opinions. Although this is based off an anime it should be fun for players foremost :)

In Topic: Mobile Suit Grunt Wars: Fast-Paced Mech Gundam TDS

25 September 2011 - 01:41 AM

This project is still alive and I am still looking for some more feed back. Would anyone like to play?