mercuryus's Forum Posts

  • changed the artwork for upcomming enhancements (more fighter types, different buildings and an extra szenario)

    the gameplay (mechanics) is also set rough: it's all about gold.

    you play aginst 1..3 groups (depends on the selected playground).

    each group have a limited ammount of gold from the beginning - each fighter takes gold.

    You (and the AI) can set for each own building:

    - the destination (building) to attack

    • the fighter type to spawn (different types with it's own power, speed, armor and health, but for different costs[gold])
    • the spawn frequency

    If you/the AI have enough cash new fighter are spawned automatically.

    The winner of a fight collects the gold the opponents gold.

    Destroying a building reduces the possibilitie to spawn fighter and is good for gold.

    Once a castle is down the group is out - the attacking group gets' all the losers gold.

    You/the AI can collect treasures for more gold.

    That's the idea so far....

    You can now scroll the battlefield.

    http://www.gameus.de/mercenary

    mercuryus

  • UPDATE! UPDATE! UPDATE! UPDATE!

    just a weekend concept...

    play: http://www.gameus.de/mercenary

    watch: https://youtu.be/CAukLuZS5EA

    mercuryus

  • nice!

  • Thank you for your suggestions!

    I will add a help screen to introduce the framework.

    Understanding a neural network is not that difficult.

    There are plenty of tutorials on youtube for any interested.

  • my fault - i changed to a better scale method.

    Realod (clear cache) to get a better workplace

    ps: there might by still errors (e.g. with the backpropagandation)

  • to understand how a neural network is working I'm building a neural network sandbox.

    The sandbox provides a tiny network with 4(+bias) Input nodes, 5 hidden nodes and 4 Output nodes.

    You can draw the connections (when editing click hold a node and drag to dest node ), delete(double click) them and set their weight (when training click hold and drag hor.) and you can set backpropagading connections.

    Each neuron(node) has it's own function for value, trigger, backprop.

    You can train the network (to perfection) and play with it after training to test it.

    With each interation you can check the resulting values and node states to see what happens while leaning.

    Here you can give it a try (current [fix4all] functions: val:passthrough, trigger:binary, backp:delta*0.1)

    There will also sigmoid, tanh and other functions be available soon (and you will able to change them for each/all nodes).

    link: http://www.gameus.de/nn

    mercuryus

  • Add a helper sprite beneath the water surface and disable platform on overlapping (also enable vertical sin for floating effect)...

  • I found this cool site and want to share..

    http://www.gamedeveloperstudio.com/graphics/index.php

  • You can't pick an earlier frame because you always only have the current screen in the videao memory.

    Two ways i would try (depending on your project)

    1. save the last X frames (Snapshot canvas) - but this might take too long?!

    2. save the positiones/attributes of each object into an array. To restore the X'th frame you have to set all positions/attributes of all object (can become tricky if you have recreate objects they where deleted meanwhile )

    There are other methods also but this can be implemeted quick...

  • Add the particle object as a container object of the tank...

    Select the tank object

    Properties: Container -> [Create]

    Choose the particle object

    this will create a particle object for each tank object.

    (but do not destroy the particle object, because the tank then will be destroyed also)

  • You can use arrays of relative coin positions.

    eg an array [container_id] [coin_id] [pos]:

    // coin 0 of container 0

    array[0][0][0] = 0 // relative x-pos

    array[0][0][1] = 0 // relative y-pos

    // coin 1 of container 0

    array[0][1][0] = 10 // relative x-pos

    array[0][1][1] = -3 // relative y-pos

    // coin 2 of container 0

    array[0][2][0] = 22 // relative x-pos

    array[0][2][1] = -6 // relative y-pos

    // coin 3 of container 0

    array[0][3][0] = 36 // relative x-pos

    array[0][3][1] = -10 // relative y-pos

    ....

    you can create different shapes for the container with the relative coin ositions.

    then create the (random) container coins relative to the initial position.

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  • Would it be possible the provide the overlapping region for (each) collision?

  • clever solution but a bit too 'fuzzy' for my needs

    Ashley: please add this event/function/property to the tilemap object.

  • This returns the cell of the colliding sprite but not the cell the was hit

  • Hi,

    how can i calculate the hit cell (col/row) of a tilemap (on collision)?

    mercuryus