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Cobra - Hexadecimal Disaster - 12-21-2002

Schweet. 'Nuff said. Big Grin And some specials are really funny to watch...

...but I still don't get the point behind the super-jumps without air combos...


Cobra - toonski84 - 12-22-2002

hex, you got a point. but it might be good for dodging, or something

i really can't see anything important missing from this demo. i'll wait until the finished version to play it again, though.


Yeah - Rokkuman - 12-22-2002

Yeah,I know, I'll try to add some kind of point to the super jumps.


LooseCaboose. - Rokkuman - 12-22-2002

LooseCaboose: I read a previous post you made and it sounds like you're pretty good at making smart AI. Could you please help me on making AI that can defend its self and attack?


Cobra - toonski84 - 12-22-2002

from what i understand, fighting game ai is pretty much the character moving back and forth, and choosing an attack depending on the distance. close: toss medium:punch/kick far:projectile. etc. and does those attacks and blocks on random intervals. but i've never made a fighting game, so i wouldnt know. i think i might be able to find one with source if you can learn from it.


Thanks - Rokkuman - 12-22-2002

Thanks Toonski, i'll try that.

By the way. Were any of the character designs lame, or are there any improvements I should make to anyone. And feel free to post pictures of any character designs you might want in the game. ((And that Moe guy, I need another name for him.))


Cobra - na_th_an - 12-22-2002

The chick should look more sexy. Or you should add a sexy girl Tongue. Every fighting game has a sexy girl Wink


Cobra - toonski84 - 12-22-2002

you spanish people and your sexy girls...

maybe make a story, then craft the characters around it? it worked for x-men :-?


Feedback - Rokkuman - 12-22-2002

A. Nathan: Which chick are you talking about?

B. Has anyone done two player just to have fun with their friends?/Does anyone find the game just plain fun aside from the little effects and goodies added?

C. I need a name for Moe. He just doesn't look like a Moe. Please give me ideas.

D. Stage Ideas?

E. Does it seem too slow? Do you get errors?

F. Other things that you just wanna say?


Cobra - LooseCaboose - 12-22-2002

I will be releasing the entire source code, including commented AI for QBDBZ with the final release. My AI is based on a finite state machine with rule based state transitions. For example the computer player may change from the idle state to the attack state if it is on the ground, its opponent is close, has less health and not currently blocking. A simplified version of the code works thusley:
Code:
sub computeAI
  
  select case ai.state
  case IDLE
    '**** Computer is moving back and forth idly ****  
    if ai.onGround and distance < 150 then
      if opponent.state = ATTACK then
        ai.state = BLOCK
      else
        if opponent.state <> BLOCK and opponent.health < ai.health then
          ai.state = ATTACK
        end if
      end if
    end if

  case ATTACK
    '**** Attack state ****

  ....

  end select

end sub


You could also try bugging Hex for details about his AI design (I believe his is in a more functional state than mine).