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1075902 Posts in 44151 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 01:49:16 PM
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Pages: 1 ... 16 17 [18] 19 20 ... 105
341  Player / Games / Re: Dark Souls and Dark Souls II on: August 25, 2014, 03:52:59 AM
Speaking of DLC can we all agree that Sunken King is good as heck except for the area leading up to the super havel bros?
342  Player / Games / Re: DotA 2 Thread on: August 24, 2014, 07:19:52 AM
Solo ranked is the only ranked mode that matters, save if you have a 5 man team and you care about the teams rank.

343  Player / Games / Re: PS Vita on: August 22, 2014, 07:39:08 PM
ALL smt games, save Nocturne, take for fucking ever to get started.
344  Feedback / DevLogs / Re: SUPER III (KICKSTARTER LAUNCHED) on: August 22, 2014, 03:11:11 PM
a million times better. thats awesome.

in b4 HURR DURR NOT TRUE TO PIXEL RESOLUTION or whatever people even say.
345  Feedback / DevLogs / Re: SUPER III (KICKSTARTER LAUNCHED) on: August 22, 2014, 02:43:59 PM
Yeah dude thats exactly what people have been trying to say the whole time!
346  Feedback / DevLogs / Re: SUPER III (KICKSTARTER LAUNCHED) on: August 22, 2014, 09:56:06 AM
I'm saying I will do it for free.

Duh.

Race. Deathmatch. Paint. Fuckin... collection race things? I don't care. I will do it.
347  Feedback / DevLogs / Re: SUPER III (KICKSTARTER LAUNCHED) on: August 22, 2014, 09:28:06 AM
God dammit why? You have like 90% of it done right there.

I'll make it. Stretch goals be damned, dude.
348  Feedback / DevLogs / Re: SUPER III (KICKSTARTER LAUNCHED) on: August 21, 2014, 08:46:38 PM
I think you're missing the message a bit, Zack.

What they are saying is that the animations in the player are too subtle, and since the shape of the player is extremely top heavy its hard to see the animations in the arms/legs. It feels a bit stiff because of this.

Naw meen?
349  Feedback / DevLogs / Re: SUPER III (KICKSTARTER LAUNCHED) on: August 21, 2014, 01:27:37 PM
probably will now that youve mentioned it
350  Feedback / DevLogs / Re: Shield - Blockin' and Platformin' on: August 21, 2014, 09:20:51 AM
More adventures in AI.



I've created a simple melee enemy that wants to get in your face and then promptly smack it with whatever he may be holding. The first thing that happens is the enemy must notice the player and become "active". Until this happen he stands idly by, waiting for external input before doing anything. In this case, runnin' and smackin'.



Enemies that are not currently active, such as the guy above, will not become active unless certain conditions are met.

Exist within the viewable area.
Be facing the player.
Be on the same x axis as the player (have line of sight to him)

OR

Exist within the viewable area.
Be near another enemy that is alerted to the player. (even if hes not facing the player)
Be within a certain distance of the player doing things like shooting, or blowing shit up.

Using these conditions you get a couple of cool things. The most important of which is that enemies are not being aggro'd from off screen without the player knowing it is happening. Another cool thing is this prevents enemies from standing around like morons while you blow the shit out of their buddies.

This is the first "AI" that I have ever tried to program and it is a little sloppy. It was much harder than I thought it would be... especially jumping and tracking the player. Basically what happens is once the enemy is "active" he then always knows where the player is. You can't lose him. However he is always checking the area between himself and the player. That is the black line you see. When something comes between the two, such as a block, the line of sight is broken and he has to figure out how to get around that object. He looks in front of him to see what the fuck is in his way, then above it to see if its empty and he can jump into it. THEN HE DOES.

The code is a mess and needs to be a little more modular but really I should be able to use this as a baseline for all enemy behaviors.



paged

@jgrams

Yeah you have to wait for cutscenes and the like but once you are in a level and doing things you never really have to wait. The buttons are sort of the same though. Having to check them before you can really figure out what they do is a pain in the ass at times. Most of the time there are a lot less buttons than EG2.

I cant think of a single level in which you have to act the second the level starts or you fail. It isn't twitchy, which is what I mean by doing trick jumps or cheating jumps.
351  Developer / Art / Re: show us some of your pixel work on: August 21, 2014, 07:36:52 AM
well im going to start stealing things and building a game out of it and then putting your name on it
352  Developer / Art / Re: show us some of your pixel work on: August 21, 2014, 07:16:13 AM
surt are you making a game at all because you should be
353  Feedback / DevLogs / Re: Shield - Blockin' and Platformin' on: August 20, 2014, 06:58:15 PM
More adventures in AI.



I've created a simple melee enemy that wants to get in your face and then promptly smack it with whatever he may be holding. The first thing that happens is the enemy must notice the player and become "active". Until this happen he stands idly by, waiting for external input before doing anything. In this case, runnin' and smackin'.



Enemies that are not currently active, such as the guy above, will not become active unless certain conditions are met.

Exist within the viewable area.
Be facing the player.
Be on the same x axis as the player (have line of sight to him)

OR

Exist within the viewable area.
Be near another enemy that is alerted to the player. (even if hes not facing the player)
Be within a certain distance of the player doing things like shooting, or blowing shit up.

Using these conditions you get a couple of cool things. The most important of which is that enemies are not being aggro'd from off screen without the player knowing it is happening. Another cool thing is this prevents enemies from standing around like morons while you blow the shit out of their buddies.

This is the first "AI" that I have ever tried to program and it is a little sloppy. It was much harder than I thought it would be... especially jumping and tracking the player. Basically what happens is once the enemy is "active" he then always knows where the player is. You can't lose him. However he is always checking the area between himself and the player. That is the black line you see. When something comes between the two, such as a block, the line of sight is broken and he has to figure out how to get around that object. He looks in front of him to see what the fuck is in his way, then above it to see if its empty and he can jump into it. THEN HE DOES.

The code is a mess and needs to be a little more modular but really I should be able to use this as a baseline for all enemy behaviors.

354  Player / General / Re: Twitter on: August 20, 2014, 02:03:59 PM
that IS human and you're missing the point
355  Player / General / Re: Twitter on: August 20, 2014, 01:42:08 PM
you guys are doing twitter wrong

nobody wants to be interacted with

nobody wants to interact with a brand

get on there and be human



paged

seriously dont treat twitter like some "face of your company" thing. just be human.
356  Player / General / Re: Twitter on: August 20, 2014, 09:54:01 AM
you guys are doing twitter wrong

nobody wants to be interacted with

nobody wants to interact with a brand

get on there and be human

357  Feedback / DevLogs / Re: Ghost Song: Atmospheric sci fi 2D action/adventure metroidvania *BIG GIFS* on: August 20, 2014, 08:20:51 AM
how do i give you all of my money for this game?
358  Feedback / DevLogs / Re: Bear Hero (Platformer Roguelike-like) on: August 20, 2014, 08:20:29 AM
if your benis hooks like that, and has a giant hole at the end, i am sorry.

however i would like to say that after an hour or two of play testing this game is hard as balls. and i was semi okay at the original 32x32 version.
359  Player / Games / Re: Dark Souls and Dark Souls II on: August 19, 2014, 12:45:45 PM
spinoff aka spiritual successor to demons souls aka demons souls 3: 4: demons souls twos.
360  Player / Games / Re: Dark Souls and Dark Souls II on: August 19, 2014, 12:00:42 PM
Setting is dope. I like how tall and fucked up the enemies are. The screaming is really unsettling.

Not enough blood idk.
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