Meapinator101 wrote:
I think so...I'm not sure...should I make close combat mode ...how should it work?
It's okay, we already have a combat system. What we do need is some ai for the enemies, do you know how to make that? Download the latest Age of Piracy V 0.1 and check the ai code and see if you can come up with something better
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Suggestion: slow the boat down so you move like a real boat. I sort of noticed this when one of the ai ships in one of the more recent additions just came out of nowhere at lightning speed and then vanished. You should both be slow enough to have that sense of seeing the enemy boat on the horizon (the edge of the screen in the case of top-down), and then he gradually closes in on you until the two of you are in firing range.
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SD7 wrote:
Suggestion: slow the boat down so you move like a real boat. I sort of noticed this when one of the ai ships in one of the more recent additions just came out of nowhere at lightning speed and then vanished. You should both be slow enough to have that sense of seeing the enemy boat on the horizon (the edge of the screen in the case of top-down), and then he gradually closes in on you until the two of you are in firing range.
Good Idea, I actually don't get why it goes so fast. It has three different conditions with conditions under those. If the ai is within a very close range, it's supposed to turn away from the boat to angle itself to fire. If it's at a moderate range it's supposed to lock itself onto the boat's same angle and slow down to it's speed. If it's farther it should just be heading in a random direction
I'll take a look at the code
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itsmomito wrote:
SD7 wrote:
Suggestion: slow the boat down so you move like a real boat. I sort of noticed this when one of the ai ships in one of the more recent additions just came out of nowhere at lightning speed and then vanished. You should both be slow enough to have that sense of seeing the enemy boat on the horizon (the edge of the screen in the case of top-down), and then he gradually closes in on you until the two of you are in firing range.
Good Idea, I actually don't get why it goes so fast. It has three different conditions with conditions under those. If the ai is within a very close range, it's supposed to turn away from the boat to angle itself to fire. If it's at a moderate range it's supposed to lock itself onto the boat's same angle and slow down to it's speed. If it's farther it should just be heading in a random direction
I'll take a look at the code
Wait, wait...
You have the AI finished already?
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coolhogs wrote:
itsmomito wrote:
SD7 wrote:
Suggestion: slow the boat down so you move like a real boat. I sort of noticed this when one of the ai ships in one of the more recent additions just came out of nowhere at lightning speed and then vanished. You should both be slow enough to have that sense of seeing the enemy boat on the horizon (the edge of the screen in the case of top-down), and then he gradually closes in on you until the two of you are in firing range.
Good Idea, I actually don't get why it goes so fast. It has three different conditions with conditions under those. If the ai is within a very close range, it's supposed to turn away from the boat to angle itself to fire. If it's at a moderate range it's supposed to lock itself onto the boat's same angle and slow down to it's speed. If it's farther it should just be heading in a random direction
I'll take a look at the code
Wait, wait...
You have the AI finished already?
It's not finished, but It works ok for a basic system. The whole thing will have to be changed, because in an mmo, it will be much more efficient if the ai is done on the server. However, i think it is a good foundation for the single player Ai. It works well except that I didn't add Island Detection. I made it where if the ai runs into the island, it just ports and then departs off somewhere else. You can destroy it though, however the starting 50 cannonballs isn't enough. So you have to port and purchase some more before you take on the npc. Basically, each cannonball does 1-3 damage and you shoot 4 at a time. The Npc has about 50 Hp, if you destroy it, you gain a small amount of gold and some cannonballs. Soon, we can add more npcs and more features
Note: Collision detection with the two boats wasn't put in either, I just made the basic ability to attack them
Last edited by itsmomito (2012-04-20 18:04:56)
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itsmomito wrote:
I also added it's display on the map, i will change the map to a better one later. The red dot is the npc and you can head to it and kill it.
Cool...
Can you upload it?
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coolhogs wrote:
itsmomito wrote:
I also added it's display on the map, i will change the map to a better one later. The red dot is the npc and you can head to it and kill it.
Cool...
Can you upload it?
It was uploaded about a week ago lol, just not a new version
Btw... I changed it to what SD7 suggested, now it doesn't turn enough. I will be making constant uploads and changes until its at least a half functional ai
Last edited by itsmomito (2012-04-20 18:44:38)
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itsmomito wrote:
coolhogs wrote:
itsmomito wrote:
I also added it's display on the map, i will change the map to a better one later. The red dot is the npc and you can head to it and kill it.
Cool...
Can you upload it?It was uploaded about a week ago lol, just not a new version
Btw... I changed it to what SD7 suggested, now it doesn't turn enough. I will be making constant uploads and changes until its at least a half functional ai
![]()
oh...
:0
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coolhogs wrote:
itsmomito wrote:
coolhogs wrote:
Cool...
Can you upload it?It was uploaded about a week ago lol, just not a new version
Btw... I changed it to what SD7 suggested, now it doesn't turn enough. I will be making constant uploads and changes until its at least a half functional ai
![]()
oh...
:0
Hahaha, np. Btw, it's better now, but there is still a problem with the conditions of the ai. The only problem is that when the ships get close, they do the opposite of what i want. The Ai just moves into the player instead of away from, If i change the coding to the reverse, the enemy will be stuck and not do anything. I need to take a look at some real ai...
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itsmomito wrote:
coolhogs wrote:
itsmomito wrote:
It was uploaded about a week ago lol, just not a new versionBtw... I changed it to what SD7 suggested, now it doesn't turn enough. I will be making constant uploads and changes until its at least a half functional ai
![]()
oh...
:0Hahaha, np. Btw, it's better now, but there is still a problem with the conditions of the ai. The only problem is that when the ships get close, they do the opposite of what i want. The Ai just moves into the player instead of away from, If i change the coding to the reverse, the enemy will be stuck and not do anything. I need to take a look at some real ai...
What do you mean "real aI"
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itsmomito wrote:
It was uploaded about a week ago lol, just not a new version
Btw... I changed it to what SD7 suggested, now it doesn't turn enough. I will be making constant uploads and changes until its at least a half functional ai
![]()
Well, old boats didn't turn on a dime...
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coolhogs wrote:
itsmomito wrote:
coolhogs wrote:
oh...
:0Hahaha, np. Btw, it's better now, but there is still a problem with the conditions of the ai. The only problem is that when the ships get close, they do the opposite of what i want. The Ai just moves into the player instead of away from, If i change the coding to the reverse, the enemy will be stuck and not do anything. I need to take a look at some real ai...
What do you mean "real aI"
Because the ai I made doesn't compare to a professional video game ai
So I just was thinking if I could take a look at how they make that ai, I could get some ideas on this one.
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itsmomito wrote:
coolhogs wrote:
itsmomito wrote:
Hahaha, np. Btw, it's better now, but there is still a problem with the conditions of the ai. The only problem is that when the ships get close, they do the opposite of what i want. The Ai just moves into the player instead of away from, If i change the coding to the reverse, the enemy will be stuck and not do anything. I need to take a look at some real ai...What do you mean "real aI"
Because the ai I made doesn't compare to a professional video game ai
So I just was thinking if I could take a look at how they make that ai, I could get some ideas on this one.
How would you do that?
Take a video game apart?!
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thats really cool...we could do that

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The algorithms aren't too hard. For example, if you make a pong game, an AI could go like this: if ball is on my side of the screen, check if the ball is above or below me. Move in that direction.
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bobbybee wrote:
The algorithms aren't too hard. For example, if you make a pong game, an AI could go like this: if ball is on my side of the screen, check if the ball is above or below me. Move in that direction.
Yes but what happens when you need to put in the detection with islands? How would you do that?
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coolhogs wrote:
Everybody's assignment: find beatable AI in a project and show it to us.
Hahaha ok, I know many, but they won't help us much. I think i got the ai fine now, just need to add the detection against the islands. And also fix the cannonball firing so that they fire straight in a row of 4
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Hey Guys! I'm about ready to make the Pub and Shipyard, for that I will be needing some sprites. For the pub, it should be a pub background with several pirate characters. Kind of like this: http://www.cdrinfo.com/Sections/Article … _large.jpg but with three or four bigger sized characters that are separate sprites. For the shipyard, we will just need a side view of the ship sprites we are making and that is pretty much all. If any artists can do this, then thanks a lot!
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it would be cool if you used my characters!!

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