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DOT-INVADER
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.
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ʞ33ƃ
marmotte if youd like someone to help make your fullscreen game a reality let me know.
If anyone would like to see the game in fullscreen.
Requirements: Visual Basic Runtimes, and DirectX 7
1) download marmotte project
2) verify you unzipped it right by playing as the character that works
3) download this(http://www.xmcnuggetx.com/Flash/mara...fullscreen.exe) exe into the same directory you earlier unzipped marmotte's stuff into
...
4) NOW RUN IT 
Nugget
blah as i wrote this i remember maramotte you have a mac... well this will work for windows users
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ʞ33ƃ
The game looks and feels greate marmotte
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Originally posted by marmotte
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 :-(
no problem, i have 56k too and really wouldnt want to download the file either. and thanx for the site, it helps alot 
[edit]
squize, what program did you use to do that, its amazing
Last edited by DELETED_UserID3274687; 07-15-2003 at 03:09 PM.
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Senior Member
Originally posted by xMCNUGGETx
If anyone would like to see the game in fullscreen.
Requirements: Visual Basic Runtimes, and DirectX 7
1) download marmotte project
2) verify you unzipped it right by playing as the character that works
3) download this(http://www.xmcnuggetx.com/Flash/mara...fullscreen.exe) exe into the same directory you earlier unzipped marmotte's stuff into
...
4) NOW RUN IT
Yes, yes, thats what I meant! Now I can see them fighting
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Illuminatus!
bug: I jumped over the guy, and instead of him turning around, he just stood there, didnt turn around, nothing. So i punched him and we went crazy again
@Mcnugget: is that XXL flash or similar software? Runs faasstt, thanks for the download
Last edited by fospher.com; 07-15-2003 at 03:19 PM.
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.fla
Really great work marmotte .. I'll play a little more and see if there's any bug ..(I know where to find them ) !
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DOT-INVADER
doooh, i want to see it fullscreen also!!! it might be so impressive...
is the scrolling smooth? especially the one that have elements flying all around (the graveyard...)?
ok, now that you play it fullscreen, you can see how the shadow is ugly and has nothing to do in pixel proportions :-(
strabge bug, fospher. you mean, if you didn't hit your opponent, he will stay as a statue? too bad. also, there are some problems with the gotoAndStop()... sometimes it may happen that two gotoAndStop() are performing at the same time, for example:
you press backward to make you character walk. at the same time, the opponent hitTest you. the event is at the same frame. sometimes you'll loose life, displaying that hit effect also, but the character simply walk, like if nothing happenend...
anyway to fix that kind of conflict?
also, if you have problems with combos, i'll try to work again with them...
thanks for your report, this one is quite serious...
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ʞ33ƃ
The software is just simply visual basic and using directx to change the resolution.
basically what it does is resize the users screen to 320x240 so the speed is just as fast as if the user was playing it at 320x240.
just something i quick whipped up for the project. could create an exit button in flash that sends an fscommand to quit rather then the ugle button in the top right corner..
Nugget
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Who needs pants?
Hey xMCNUGGETx i tried to run the program through winxp and that windows xp error thing comes up and it forces it to close. How can i fix that or doesnt it run on xp ?
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ʞ33ƃ
hhhhhrmmmmm.... ive got xp and runs just fine here.
WinXP should have at leaste directx7.. maybe you dont have the vb runtimes...
try installing the vb runtimes:
http://download.microsoft.com/downlo...VBRun60sp5.exe
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2KHeroes / Sylvaniah designer
Originally posted by marmotte
(...)for now, the AI looks like that (don't laugh)(...)
Well, there is nothing to laugh about : all of this is pretty clever, and it also seems "open" to a lot of tweaking ...
I actually think your AI is quite agressive ( which is always a compliment in a fighting game )
The "recording" of the repetitive attack could be a good idea : that could be a trigger for the enemy using his special moves ( sorry, don't know the term for that ) : that way, you would get heavily sanctionned for not changing style often enough ...
A suggestion : i understand that you want to respect every aspect of the original game, though, the panoramic mode as one can guess it (when the swf is at 100%, but in fullscreen), look totally cool to me !
Keep on that really good work : you start having a collection of games that makes me jalous !
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DOT-INVADER
the panoramic mode as one can guess it (when the swf is at 100%, but in fullscreen), look totally cool to me !
ok, i tried the game with my mac, resolution at 640x480 (with the scrren i have, i cannot go down anymore). it's cool. but i'll keep that window size. just imagine the game is emulated: the 1x size display the game exactly like i do. then you have several options, like 2x, 4x etc... i may include something like that, who knows? btw is it possible to use actionscript to enlarge the window (and extand the MCs) or do i need to have separated swf? (each one with a window size different). but it will not be as smooth as simply changing the resolution, though...
ok, i just want to mention that WilloughbyJackson is giving me some nice and clever advices behind the scenes... the gameplay of my game will be enhanced for sure... (more interactive, with some additional possibilities). he has a lot of good infos in hands. thanks, WilloughbyJackson. i'll pm you back later.
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2KHeroes / Sylvaniah designer
Originally posted by marmotte
(...) i may include something like that, who knows? btw is it possible to use actionscript to enlarge the window (and extand the MCs) (...)
Ho...it is not that important, just wanted to state how much i love the 16/9 (or affiliated) format ...
About resizing dynamicly the swf, i've never heard of it, and it could get messy anyhow (ever tried to change scene format when working on a project ? huh ...)
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DOT-INVADER
[quote]ever tried to change scene format when working on a project ?[quote]
there are some little tricks to prevent too messy changes.
for example, this is something i always use in my games. imagine my window size is 304 pixels...
Code:
if(_root.character._x<304){
_root.character._x+=4;
}
^ it will not work anymore if you change your window size to 610, because the character will stop at the middle of the screen, due to the changes.
that's why i always have a variable at the very beggining of the game that looks like that:
Code:
screenX = 304;
screenY = 224
and now, if you change your window size, you'll just have to modify that values, instead of looking all your code and modify all. it may help, and if all your code is based upon these variables, then the changes are super fast...
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a bit off topic, but what if you made the size of a movie to 10x10 then changed the resolution to fullscreen, so even the most proccesor intensive game would run smooth. allthough speed might not be a problem with flash player x if its real. just a random idea
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ʞ33ƃ
if the resolution is 10x10 then you would have 100 dots to make a game with Not to mention the fact that I dont know of 1 monitor that supports that resolution =)
Nugget
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wasnt that the point visual basic to change the resolution to 10x10? im probably wrong anyway
then lets just hope plash player x is actually 6x faster
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DOT-INVADER

ok guys, i'll be away during two weeks. it reminds me last year, when i was working with rocky raccoon :-) i did a lot of progresses since... (well, i hope!)
note: maybe my web page will be desactivated (and all the links also); my host isn't free anymore, so it may cut all access. if it happens, i'm sorry... i'll have to find another one, i guess
note2: WilloughbyJackson gave me a lot of fighting game's playabilities infos and enhancements, i'll include them for sure in the next version ^^ they are very valuables. it will become more and more complex...
for now i divided each part of the game into external .swf... lifebars, effects, characters, stages, all is now in a different file... that way i'll can add things without you being forced to download each time. the main file is now 4 ko, and contains only the code. so very easy to update ^^
oh, i was tired of coding, coding, so i included another character, hibiki from last blade 2. her integration is 60/70% done, almost all her moves are here, i just have to redefine some values, because there are quite some differences with the male character ^^...
aaah, and finally i have a training room, where you'll have the opportunity to perform your combos quietly, and look at the list of all moves, learn the damages, etc... mr wood will help you. it's integration is 90% done...
ok, so see you in two weeks!
Last edited by marmotte; 07-17-2003 at 07:17 PM.
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