jtnw
well... the game is now only downloadable, so i don't want to update the file each day and say "download and test it please". i hope you understand me... btw my 56k connection doesn't help also :-(
luxregina
thanks a lot. about AI, don't be so enthousiast, it's a first try (i wrote it in a long evening), i still have to polish it, make the character smarter.
for now, the AI looks like that (don't laugh)
> the opponents looks for the distance between him and you. there are 3 distance possibles, known as "near", "medium", "far".
> then, he looks for your current pose, known as "stand", "crouch", "jump". then all his moves are referenced in a lot of arrays. for example there's an array that contain all your "crouch+near" attacks. (it's automatic, i didn't write all these arrays by hand). now he launches for example an attack "crouch+near+strong". becauseach attack has it's own power level ("low", "medium", Strong"). they are launched randomly regarding some variables, that tells how frequent he launches x or y attack. another example, when you are really near the opponent, the array that contains all throw moves is activated (but not forced to be launched, depending again on his personal values). sorry, i hope my english is understandable...
NOW, what can i add/change:
> an array that record each attack you launched ( i have already one that record all the hit levels you take, and it may activate your ko state, see the readme file if you want to know more). that way, if you repeately attack the same way, the enemy may react differently
> more pauses in the enemy attitude. here he seems to be a red bull addict (un gros bourrin quoi ^^). but still defensive and offensive; not too much, i mean
awww, i think i answered you, for now. if you have a better idea, or some gameplay enhancements, don't hesitate, i'll includ them if the character's animation allow me to, of course ^^
thanks for testing.
