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Demon


Advanced Member


Joined: 17 Jun 2006
Posts: 369

Posted: 07 Sep 2006 10:05:06 pm    Post subject:

from Omnimaga wrote:
I'm making a new game (no name for it yet, so I'll call it Battle).  It will be a fighting/sumo game where you get to battle against different creatures and have many attacks to choose from.  At least this is what I --want-- to create.  The idea would be to defeat the combatant while staying within the bounds of the screen.  Right now, you lose 2 HP every iteration you're caught out of bounds.

-This- is what I have so far:

As you can see, Zeke, the AI (the horned demon) is pretty agressive :)

Ideas?  Comments?  OMGs?  WTFs?  Razz
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Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 07 Sep 2006 10:09:51 pm    Post subject:

Looks pretty good and really cool. Just a couple of things. The health bar, or what ever that is, tends to get derailed though I assume that will be fixed. The skull thing in the middle can get annoying and hard to see what is going on. The skull's okay I guess and I'm interested in what you did for the shaking effect and what method you used for the sprites.

Last edited by Guest on 07 Sep 2006 10:11:58 pm; edited 1 time in total
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 08 Sep 2006 03:06:05 am    Post subject:

Mosh pit?
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Fallen Ghost


Elite


Joined: 15 Jun 2006
Posts: 955

Posted: 08 Sep 2006 05:29:53 am    Post subject:

nostub? xlib? asm?

seems good, except the health bar that moves very strangely
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Demon


Advanced Member


Joined: 17 Jun 2006
Posts: 369

Posted: 09 Sep 2006 11:20:03 am    Post subject:

It uses xLIB.
The health bars inverts part of the skull, so it looks like it shifts down in the middle. I'll fix that later.
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Demon


Advanced Member


Joined: 17 Jun 2006
Posts: 369

Posted: 14 Sep 2006 07:26:06 pm    Post subject:

How would you go about having multiple AIs? So if you die, the AIs will keep thrashing each other until only one of them is left. And how would you go about making that dynamic so you can add a new enemy to the game by adding something to something?
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 14 Sep 2006 07:31:58 pm    Post subject:

I'm not sure of the exact details of how this game will work, but what I use for multiple enemies (don't know if this is the best way) is use lists with one value in each list for each enemy. Change the dimension for different ammounts of lists. Thes use statements like LMOOSE+(LMOOMSE=2) to control all AI's at once.
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Fallen Ghost


Elite


Joined: 15 Jun 2006
Posts: 955

Posted: 14 Sep 2006 08:20:48 pm    Post subject:

but try to use pre-defined lists, they work faster. Anyway, you'll have to process the AI in function of the closest enemy (or a tracking of target), which will alow you to have more than 1 AI, but since it is BASIC, I really don't know how the speed will be...

Here's an example of english-code (you'll need to do that in a more optimized way and in a loop so that you check for AI#1 and AI#2, and...) :


Code:
if 1=LAI1(1  ;if target of AI #1 is player
       sets variables
if 3=LAI1(1   ;if target of AI #1 is AI #2
       sets variable from the other list of AI player
move ai player and check if attack is possible on target
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