00:00
00:00
I-smel
Hey look man, my name's "I-smel". What I lack in smarts, I at least pay back in honesty. Boink!

Tom Brien @I-smel

Age 32, Male

England, MAN-CHESTer

Joined on 3/2/06

Level:
1
Exp Points:
10 / 20
Exp Rank:
> 100,000
Vote Power:
1.50 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
17
B/P Bonus:
0%
Whistle:
Normal
Trophies:
12
Medals:
473
Supporter:
11m 29d
Gear:
2

Comments

aaaaaawwwwwrrgh Im full o Red Bull I'm not gonna be able't a sleep fr hours urrrgggghhhh

that stealth game AI is looking good

definitely a good start

Thanks. I went to Tigsource n asked them about AI. They all told me to use this "A* method" but I was worried about it, cos it requires me to check every tile every frame for every enemy- it'd basically fuck up the framerate.

So I invented my own method where the enemy goes straight toward his goal, checks around himself for a wall every step, and checks as far ahead as possible for where he can get around it. It's really dumb but I'm kinda proud of it cos I had to come up with it myself. It took a lot of failures to get to this point.
I think stealth games live n die by their enemy AI- usually.

every thought of doing the stealth game from a different perspective?

kinda like a 3 quarter view / crunch down persecutive? that might mess with how the player can judge distances, but top down view seems so limited

I've not REALLY thought about it, but the first thing I wanted to avoid was being a ripoff of the old Metal Gear games. There's allready an indie game out there called Merry Gear Solid that's an isometric stealth game- and I've seen other stealth games on NG do it aswell.

It DOES limit the art though. Being straight top-down and having good art is really hard.

I'll think about it tomorrow. I wanna do better art, so I might give it a bit of perspective.

Stealth game looks pretty fun, but I am confused why it needs a mouse. I am playing this on a shitty laptop, so the clicking accurately is pretty hard to do. I highly suspect people with shitty laptops are also the reason why Yotam's game ended up with a 3.7.

Anyways, since that dude is using CS5 and you called him "fun", he must be either a great animator or a great programmer. Given that he wanted to collaborate with you on a game, he's probably a great programmer. If he's a great programmer, he will probably end up handling all the code while you do the art. I'll bet that he was impressed by the style of Legend of Johnny but thought that he could improve on the code. You should totally get in on this collab.

Astar isn't that hard (assuming you already use tiles) and would look a lot better than how they run around hugging walls now. Aalso you could come up with much more complex and smart looking reactions using it.
And it really wont "kill the framerate" as long as you use it smartly...A* is not something you use every frame nor do you have to use it for every single enemy is you're sending a group of them to the same place as you are now.
I learned astar from this site...
<a href="http://www.policyalmanac.org/games/aStarTutorial.htm">http://www.policyalmanac.org/games/aS tarTutorial.htm</a>

I just spent hours tryina do this right n it's an absolute fucking nightmare.

I've still got the path back-tracking over itself for some reason n going the long way round. I'll try it again tomorrow.

OK I just threw myself at a .fla for like 3 seperate days and I'm givin up.

I understand all the concepts behind Astar perfectly- I CANNOT get it to work.
Now I feel kinda shit about the one I made.

scratch that- the game now has real pathfinding! I'm REALLY happy about that, I'm now back to being confident about this game.

Some random guy on FGL helped me out with it. This is easily one step beyond the type of coding I usually do, but now I'm passed the hard part.

How long did that take, 4 days?

Have you decided about the perspective yet?

I'm testin it out.
It turns out I'd have to make every animation from like 5 different angles. I dunno man, I dunno

Angled top-down games may sometimes look nicer than straight top-down, but they're usually harder to control. And it does seem like they'd take an absurd extra amount of work.