TELLES0808's Recent Forum Activity

  • I liked the challenge

    When I have some spare time, I will see what I can do

    Then I can share what I done so far... lets see

    I will try to use finite state machine

    I'm needing to pathfind four times per AI, because the AI can reach the walls in four sides, but here is a trick, we need to know the shortest path. Also, I can't setup it to go straight to the wall, or it will overlap the wall with the move-to behavior.

    I'm thinking in improve it by setting the AI to to direct to the wall but when the next step hit the wall, disable the whole thing, but didn't figured out how yet.

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  • Yes, to run away for a safe spot give a lot of work, because it need to keep tracking too much events, like line of fire, obstacles, other players, etc. It also ask you a decision, what is a safe spot? What is the best behavior to find one?

    In the start, for example, I did him to search for a diagonal available spot after placing a bomb, and wait til the fire is over. For this simple task I did a lot of events and variables.

    But when you have a player facing the AI, and he placed a bomb and walked to the "safe spot", so, the player placed a bomb in line with him, and the first bomb didn't exploded yet. Here I did a "choose" event to the AI decide risk running away or still there and die, but it's always possible to track the bomb timing and walk away when possible, if possible.

    I'm working on a Pacman clone right now to learn how to make the AI move smooth, and newt told me about a plugin of pathfind using the A * Pathfind algorithm, who is very fast.

    Looking forward, AI in bomberman is being a huge challenge for sure, at least for me.

  • Nice Plugin, fast.

    The sample file is not showing the red path like in the live example.

    Also, I noticed a bug when using the behavior on a tilemap object. If you want to change a tile on the right side, near the edge, it won't work. I.E., in the same sample file with the red path, if you reduce the size to match the screensize, and right click to change any tile it will not detect the event.

  • You'll want to set cell size to zero, and then go use another behavior.

    Ty Newt, I'll give it a try.

  • Solved. Maybe not the best way, but it's working...

  • There is any other way to avoid pathfind looks like a car movement?

    I'm trying to use pathfind in a Pacman clone. I simple want the ghost to follow the path without drift on every single turn.

  • Well, it's proving to be more challenging than I'd thought.

    Anyone know where the AI of Vs mode is explained? Or a source code in C #, Java, anything.

  • tdcostas, I think you really messed my post at all... Also, you don't need a plugin for it, as the sample above, you can do it using events...

    What you asked for is very simple, and possible to do inside C2 with by 5 events, pay attention to the sample and adapt it to your needs (using the tilemap instead of separated sprites).

    Every tile in the tilemap can be checked and you can setup individual weights for it using a 2D array, with a line for X, Y and Weight.

    Highlighting the area where is possible to move on will need the bubble logic of my sample, where you start from the player, going to the surround area, giving them a weight and limiting the bubble to a desired range. You will need it to avoid obstacles and turns around.

    I could give you a sample, but been busy to spare this time now, hope luck to you... and peace...

  • You can make invisible tiles over the entire area where the player is able to watch, then, change the animation/frame of the tiles where he can move with the current weight of move.

    This is something similar to the pathfind system. https://www.scirra.com/arcade/other-gam ... -test-1841

  • 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?

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TELLES0808

Member since 27 Oct, 2011

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