TELLES0808's Forum Posts

  • Still working on it. Already finished the custom movement system with smooth turns using array, also finished the placement system, who consumed a lot of time to figure out in the custom movement system with things like leave the player walk over the bomb while placing but not when he leave it.

    I don't know exactly, but bomberman have much potential with some improvements in its mechanics and graphics =D

  • Hello everyone,

    I was working in an bomberman custom mini-game and noticed the hard way to make the player walk inside the walls without getting stuck in every single corner, due to the collision system being so simple.

    Well, this lead me to a custom movement system, where I do the movement preventing collisions and making the turns smooth like the original game, instead of the 8-ways system, where it will stuck in the corner almost every turn...

    To prevent stuck in the corner, I used the caterpillar RPG Maker concept, improved with a 2D array.

    https://www.scirra.com/arcade/tutorial- ... ower-13553

    Feel free to ask for help in your follower, caterpillar, shadow movement, clone, pet, system.

    The concept here is store in the array everything you need, and vary the range where you pick your data to make the delay (milliseconds). In the sample I used 20ms, also did a condition to hold the follower 40 pixels far from the player, plus, only store data in the array while moving.

  • Well, I'm testing an AI to mimic Human behavior, and it's going well, but the difficult I'm facing now is to determine the ways to reach the player. If the AI is placed in a spot where he need to destroy some walls to reach the player, he will be unable to pathfind the player, also, if he have a long way to go, but destroying a wall near him can make a shortcut, he will ignore this and walk all the way around...

    , I have no idea of how to make a matrix and explore its potential to result in something useful, like chess AI do. Chess have two main variables, the number of moves and the movement behavior itself, but here, you'll have power ups like said, will have superpowers, jump mechanics, aggressive and defensive status, walls to block his way, bombs to avoid, also blocking the way, plus traps, destructible permanent stops, etc xD

    I'm trying to start with a simple bomberman/dynaman behavior because it only use bombs and power ups, walls and few less mechanics to learn and work on.

    So, my sixty sense is saying the mimic human behavior is the way to go, ignoring algorithms, and making it more chaotic and variable.

    Organizing this behavior, it'll be something like this:

    Initial Behavior:

    • Destroy a radius of 3-4 wall blocks around the initial spot always catching powerups;
    • Check the player distance and orientation, going toward him, picking the nearest wall and destroying it;
    • Check the player powerups, if he is powerful than the AI, it will chase powerups and become in a defensive status, else, hunt the player mimicking the human behavior, trying to hold him with bombs and corners.

    Defensive Behavior:

    • Pick the nearest destructible wall where he is able to reach;
    • Search for powerups on screen and try to reach it;
    • Avoid player, avoid cross paths with bombins in line, avoid corners and dead end paths;

    Aggressive Behavior:

    • Chase the player, staying two to three steps ahead him;
    • Avoid corners, but use the bomb space to protect himself if necessary;
    • Keep tracking the bombs timers and ranges;

    Common Behavior:

    • Track bomb paths and the possibility of one bomb ignite another one;
    • Pick bombs and throw them if possible, in direction of the player;
    • Kick bombs in line to hold the player on corners, also check if a bomb can explode and his fire will cross the path of this bomb to explode before;

    To make the bombs more predictable, I'm thinking in setup an invisible object to be placed along the line of fire exactly when the bomb is placed, so, any AI will can check where the fire will hit and avoid it, but, if a wall near the bomb is destroyed before it explode, the range of this bomb will need to be adjusted.

    This give me freedom to make every AI with some human behaviors, like more aggressive, more strategic, more defensive and even more careful of crossing fires, using it in its favor, dropping bombs in time to kill the player when he is running around.

    All the way this is a huge amount of things to do such simple AI =

    Do you think it can work well?

  • Hi folks,

    I'm researching a way to develop the AI for NPCs opponents of Bomberman.

    There are some tricks, like avoid the own bombs, also, avoid the adversary bomb, and don't be dumb to stuck on a corner.

    The scenery will have moving tiles like treadmills, quicksand and so on.

    On the time finish, the scenario will start to tighten to the center.

    So, it's just to learn more about AIs. I'm thinking about a custom movement system, checking the four cardinals with points. Pathfind here is something important? or not!? that's the question..

    Assuming the NPCs will need to know where the player is, how is the best approach to make them chase the player with a minimum of strategy? Plus, they should fight each other too...

    If an NPC set a random route and use pathfind to achieve it every 3 seconds, plus, if an enemy cross his line of sight is a start, but it will be so much random. Making pathfind over another NPC/player and the AI necessary to avoid him suicide himself maybe be a good way to go.

    Do you know, have or simple want share something about the Bomberman mechanics? Please, share with us.

  • I don't use any collision detection in the game, and it doesnt matter if its not grid based, you can just use sort by y position ascending.

    This is what I do too..

  • My most recent video/gif, currently working on new enemies and how visibility works in the game.

    Very nice concept. For the light effects, how are you handling it? By the way, awesome to see someone making game boy games =D

  • Speak up! This is my umbra soul guardian project that I've been working on for a while. soon put a video of a gameplay for you. XD

    If you apply a pixelation filter in your game, it can be turned into a nice pixelart game =D

    I'm not so addictive to vector or high quality draws, but I think it's because of my nostalgy or age, anyway, it's looking promissor and very well designed.

  • Thanks for the advice, I'll look into the collisions with more attention, there is a lot of issues dealing with isometric in C2.

    Well, Once Upon An Apocalypse has been stopped for years and today I was looking my old and dusted files, what a good memorie and great effort to make that simple prototype.

    I hate how I leave this game unfinished after it get greenlit, but in that time we were unable to work with Steam (http://steamcommunity.com/sharedfiles/f ... =162373421).

    Well, zombies and pixelart are two things who stick very well together, so, if I still unemployed for the next weeks, I'll work on it just to relax and test the isometric template as well =]

    http://www.indiedb.com/games/zombie-apoc

  • As long as it doesn't use a ton of frames for directions then it's quite doable.

    Does it require pathfinding?

    Hi Newt, I miss your dog avatar =D

    Well, pathfinding will surely be needed and is one of the things I'm worried of =

    But the most important is the shuffling of Z order in areas like towns with NPCs and objects.

    My idea for the player is make a character composed of multiple parts, like head, chest, arms and legs, where I'll work with each one in separated animations to keep the number of necessary frames low and increase the variety of pants, weapons and equipments.

    Important NPCs will have only the most needed animations like walk, run and stand, meanwhile enemies will have the same behavior of the player to attack, for example, plus, they will have some randomization on their body parts.

    This is what can slowdown the game, because a single enemy will have four sprites being shuffled in the Z order everytick.

    To reduce the amount of animations, I'll use only two orientations, diagonal front and back. It's something like my template, but simpler and smaller.

    So, I keep looking forward to read more replies!

  • Hello,

    I'm looking forward to hear what do you think about this idea?

    My goal next year is make a game called Aequilibrium using isometric. By instance, you can see the Deathtrash (https://deathtrashgame.tumblr.com/) artwork and have an idea of what I'm talking about.

    My last isometric game was "Once upon an apocalypse", but I give up it after a leak where the game was played more than 100.000 times, but sold only 30 copies on Google Play, giving me a huge financial loss.

    This time I'll focus on an game with Server side to store the inventory and other things, making a login system to avoid piracy, or, at least making a kickstarter campaign to help fund the development.

    The game will be a survival isometric pixelart game, where you'll be able to survive with realistic system of hunger, thirst, tiredness, cold, wet, calories, etc. The system will be a mix of Long Dark, but more realistic when talking about eating, sleeping, etc.

    The scenario will be on a post-apocalypse world, starting your character in an Space Arc on the Moon, and you'll be able to develop your character and earn skills like Ultima Online to build things and repair it, also, you'll play along a story, learning what happened to the Earth and soon.

    Aequilibrium is an old objective of my life, I have tried to release it in many platforms already, like Comics, Books and Paints, but nothing is completely satisfying my desire to see it as it need to be.

    So, what do you think about this game becoming a C2 project? Or it's better to jump into Unity?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • made a "Juicy Platformer Engine" for anyone to use in C3/C2

    Includes

    • Movement Abilities - Ledge Grabs, Dashing, Wall Slides, Wall Jumps
    • Camera Director System - Camera Lock (X/Y/Both), Camera Angle, Camera Zoom, speeds for (X/Y/Zoom/Angle)
    • Gamepad Support - can rebind by changing function calls

    uploaded it on the Construct discord server - https://cdn.discordapp.com/attachments/ ... pdate.capx

    https://twitter.com/Salman_Shh/status/8 ... 7977922561

    Thanks buddy, it's pretty impressive share this knowledge here =]

    You can share it in an exclusive topic too, making it easy to find in the future.

  • Good feel while watching the screenshots =]

  • Shot & Run - Platform Adventure — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/shot-run-platform-adventure-3566

    <h3>Shot & Run - Platform Adventure</h3><div class="deshr"></div><p>This game template gives you the first stage of "Not In My Farm" (https://www.scirra.com/arcade/shooting-games/not-in-my-farm-13830), having everything to make your own game looks outstanding, with simple mechanics and without any third party plugins.</p><p>You'll be able to make an awesome game easily!!!</p><h3>Content</h3><div class="deshr"></div><p>This Game Template contains the following frenetic animations and event mechanics:</p>

    • Player: Stand, walk, jump, fall and shot;
    • Critters: Chick, Pig, Cheap and Cow;
    • Enemies: Green alien, Grey alien, Truck alien, Spaceship;
    • HUD: Health and Bullets;
    • Sounds: Shot, Reload and dying effects;

    <p>I hope to see your own game soon here in Scirra!!!</p>

    Use this topic to leave comments, ask questions and talk about Shot & Run - Platform Adventure