Attan's Forum Posts

  • Well, that's a small step in the right direction, but what i'm thinking of is something far more complex.

    Imagine a scenario like this:

    <img src="http://img501.imageshack.us/img501/4953/ajnfkigwu1.png">

    The enemy (red) should be able to find it's way to the player, not just running in the direction of the player. Also, the computer should be able to figure out that the blue path is not the best way, since it not the shortest.

  • I've tried that already, with very poor results. The physics simulation gets hung up on the corners where objects overlap and causes unexpected behavior. Play around with it yourself, you'll see what I mean.

    But i meant more like something built in to construct in the future. You place a few physics objects in the shape you want, and then you click "merge" and they all fuse together into one object. They would still be separate objects thoug, just stuck together perfectly.

  • Hi! In the planning of my adventure platformer i've been looking around for various types of plattformer AI methods. I've learned one thing all really good plattformer AI's have in common. They don't exsist. Let me explain futurer.

    What is a really good platformer AI to me? Well, the ultimate AI is an enemy with editable running speed and jump strength that you can put into a level, tell it where to go, and it will find the fastest way to get there. If you can acomplish that it will be easy to expand the AI to whatever you want it to be.

    An AI usually works with different "routines". One routine would for example be "Idle" Where the enemy is just standing still. Common in platformers is to have an Idle routine, and when the player is in the line of sight you activate the Walking routine to chase the player. Well, if this ultimate AI was created we could have routines like

    ON GUARD: The enemy is searching for clues of where the player might be (for example the sount of the player landing on the ground with a certain speed) and when he get one the "go-to spot" is set to that position!

    SEARCHING: The go-to spot is set at random positions close to where the AI saw/heard the person for the last time.

    HUNTING: The enemy is hunting the player, allways setting the Go-to to where he last time saw the player. If the player disappears behind something, the enemy moves to that spot and then switch to searching to explore the area futhurer.

    It would also be possible to for example make the enemies able to call for backup. The go-to points of all enemies in a large area would be set to where the first enemy is. Or instead of calling for help the enemie could run to the closest friend before he tries to attack you. It's lika a clich� in "Game-making-idea-talk" but THE POSSIBILITIES ARE ENDLESS!!!

    I've looked arount for different methods, and the closest one so far was using nodes. Little clues that are spread around the level to help the AI's to find it's way. That however is not really what i'm looking for, since it requires lots and lots of time, and whenever you change anything in the level you have to replace the nodes.

    I have some ideas that theoreticaly should be possible, but before i start my explanation i would like to hear your thoughts about this. Does anybody know a good method to create the ultimate platformer AI? Have you seen any articles/tutorials on the subject (not just AI, but this kind of AI)? Do you have any ideas how to solve it?

    Every help in the hunt for the ultimate platformer AI is appreciated!

    Attan

  • If you can stick objects together you could do this...

    <img src="http://img183.imageshack.us/img183/6965/ajnfkigtd3.png">

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  • How sad...

  • Hmm.. I think it uses Newton Game Dynamics, so.. probably not since it's an engine for 3D originaly. Well.. We'll have to wait for ash for a final statement.

  • Well.. eh.. look again.

  • That's only for the platform movement, object overlaps etc. The physics engine uses it's own collision mask which is set in the properties of the physics behavior. Right now you can choose between Bounding box, Ellipse and None.

  • So.. is there any plans to add a perfect collision mask to objects with the physics behavior? You know.. not rectangular or oval, but in the actual shape of the sprite!

  • It would be wonderful with something like:

    Ground is overlapping Explotion

    -Cut Explotion out of Ground

    It would open a whole bunch of doors! Games like Liero, Worms etc. would finaly be possible to make!

  • Seems like a big step to take, but it would be great if it was added some time in the future!

  • Well.. she could at least put a miniskirt on

  • Why is there a hot girl in stead of a hot car? What is her part of the game? I hate angry feminist people, but this is very objectifying, and it's really unmotivated. Usually there is at least a girl posing by a car, but there isn't even a car in those pictures.

  • um.. could you resize that photo please?

    Here is some pictures of me

    <img src="http://photos-f.ak.facebook.com/photos-ak-sf2p/v182/177/24/1085071261/n1085071261_19557_9605.jpg">

    <img src="http://photos-613.ll.facebook.com/photos-ll-sctm/v216/207/62/668628613/n668628613_349944_936.jpg">

    <img src="http://photos-c.ak.facebook.com/photos-ak-sf2p/v194/152/63/567957664/n567957664_610210_9442.jpg">

    <img src="http://photos-b.ak.facebook.com/photos-ak-sf2p/v189/177/24/1085071261/n1085071261_30801_872.jpg">

  • Well.. it took like 20 seconds before he got up, but he didn't faint.