91 Euro 2004 | ||
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Quote from: "Ty" England will win Euro 2004. Then I will finish TSS. Which is more likely? Good, TSS will be finished in advance... |
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92 SFTA (update) | ||
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It's really nice artwork. Is it going to be the characters' portraits? I wonder how those will look in 3D... How is it to design 3D characters?
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93 Euro 2004 | ||
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After yesterday's match, I think Portugal could well go all the way to the final victory...
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94 Euro 2004 | ||
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I would bet on Italy, although they're not that good, but, tell me, who's that good? Not the French...
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95 if anyone rembers(or even cares) | ||
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Hey, I didn't remember, but I care... It's quite funny...
I hope you'll continue... |
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96 SFW is back! | ||
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I didn't mean that actually...
Thanks for the links to Shining Odyssey from TSS, by the way... |
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97 {Graphics} Sprite | ||
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I'm objectively totally disoriented...
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98 the one word story thread! | ||
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banana
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99 {Graphics} Sprite | ||
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C++ is not object-oriented?
Holy Cows, I had thought the opposite for 2 years... Well, I'm still using it for Shining odyssey, no matter if it is object-oriented or not, now that I have started with it... |
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100 SFW is back! | ||
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I love the "projects" page... Would love to be in there...
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101 {Graphics} Sprite | ||
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I don't know how many of these you intend to draw, but I wish you good luck and patience...
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102 J# | ||
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So that makes one more language I know nothing of...
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103 Keep an eye on your inbox | ||
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I've reveived it.
I will answer it shortly.... hopefully... |
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104 an ai idea | ||
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I don't think it would be that hard to program. However, it might be difficult to debug, and it might give very incoherent ennemy behavior depending of the coefficients you use.
In Shining odyssey, the ennemy very basic AI chooses (randomly or fixed) between a few strategies: Run for hero, run for weakest character, run for closest character, random of the the last three for each turn. I don't have any healing/protecting function at the moment. However, when the ennemy runs for the hero, but doesn't reach him, if he stops close to a party member, the enemy should "think" of attacking that party member. Check the following case: Before move: XXXXXXXX HPXXXXXX PXXXXXEX E: Enemy (strategy: Run for hero), P: party member 1 and 2, H: hero: After move: XXXXXXXX HPXXXXXX PEXXXXXX Which P is E going to attack? You need a second level of strategy here. Strategy 1: Run for hero, Strategy 2 (if strategy 1 impossible): Run for weakest. Here, in addition to Ben's case, E first applies strategy1 as much as possible. Then he applies strategy2. Of course, more subsidiary strategies could be possible. I thought that a good idea would be allow more ennemy strategies as the ennemy's level grow. A level 1 foe would only have one strategy (run for hero and stop, even if standing close an other party member) In Ben's algorithm in my case (provided the hero is "unreachable"), E would probably move in the same way and attack the same party member P, but the calculation would be different. It would be: 1. calculate score for attacking hero. 2. calculate score for attacking party member 1 3. calculate score for attacking party member 3 4. What's highest score? Perform chosen action. |
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105 Dark Resurrection 3D | ||
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Any news from this project recently?
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