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Schweet. 'Nuff said.
And some specials are really funny to watch...
...but I still don't get the point behind the super-jumps
without air combos...
img]http://usuarios.vtr.net/~disaster/sigs/annoyizer.php[/img]
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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.
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
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Yeah,I know, I'll try to add some kind of point to the super jumps.
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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?
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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.
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
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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.))
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The chick should look more sexy. Or you should add a sexy girl
. Every fighting game has a sexy girl
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you spanish people and your sexy girls...
maybe make a story, then craft the characters around it? it worked for x-men :-?
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
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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?
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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).
esus saves.... Passes to Moses, shoots, he scores!