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#51 2012-04-15 14:12:07

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

GoldRock wrote:

Borrego6165 wrote:

if you had played Red Alert before this would make a lot more sense. Have you played Stick War? Watch this preview on youtube. Well, on that game you have at the top an interface. Look to the right of the interface, and you will see a symbol consisting of two little stick men, and a variable next to it with X/20. The X shows how many stick men you have trained so far. The 20, which will always remain the same, shows the maximum number of stick men you can train.

So. In this game, instead of swordsmen, archers, wizards and giants; you can send out soldiers, special and robots. Robots consist of tanks, missile launchers and ray-shooters. That is what a unit is. Something you train or build and send out to battle.

The defences, can be easily programmed like on tower defence games, so if an enemy is close to it will attack back. The major difference is that there is no restricted path the enemy follows, nor is there a "wave" of enemies.

Stick War is epic!  big_smile

i originally wanted to make that with DewLeafWolf, but he hasn't come back to scratch yet  sad  we were in the middle of making this epic 3D hospital tycoon game too :'(  anyway, i decided to make Red Alert instead because it seemed simpler.


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#52 2012-04-15 14:13:47

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

GoldRock wrote:

Hey, Borrego6165 said I could help out! So, what are we doing at the moment  smile  ?

the blue list! no idea what everyone else has achieved with it yet though, ask Karra or sonicfan


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#53 2012-04-15 17:17:35

Karra
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Registered: 2009-01-14
Posts: 100+

Re: Epic Red Alert 4 Collab

Borrego6165 wrote:

Karra wrote:

I have an experimental project based on the unit list I proposed earlier in the thread. Should I post it?

erm, to be honest that unit list seemed way too complicated, especially the fact that each unit had something like 20 upgrades or whatever the number was. This game is complicated enough, and I don;t want it getting more complicated than it needs to be. But I'll leave that decision to you because I don't want this to become a dictatorship. If you think you can make it work in the game than sure.

There are no upgrades for each individual unit anymore. The list in this experimental project repeats the following process 20 times: Checks if there are already 20 active units, train/build unit, classify unit (as a soldier, special, tank, missile launcher, or ray shooter), allocate an appropriate amount of health/power to each unit based on size and damage potential. When the 21st repetition comes around, the Scratch Cat (where all the scripts are located) explains that the unit cap has been reached, and thus stops the sequence.

Here's the project, by the way: [RAC] Experimental Unit Creation

Implementing different maximum health/power levels for each different type of unit allows a tank to be able to take more damage than a soldier would, just as a crude example.

All this essentially does is create units. This doesn't take cash limitations; the necessity for barracks (for soldiers & specials) or robot factories (for tanks, missile shooters, and ray shooters); or the specific barracks/factory from which the unit is trained/built. But those omitted criteria (possibly among others) could likely be implemented later if this experimental list makes the cut. This simulation also does not simulate damage taken by units during battle.

The next step concerning this portion of development would be to either:

1. Allow the user to interact with the unit creation mechanism through a system of buttons.
2. Program the unit creation mechanism to work with the existing AI to train/build units based on available resources and desired damage potential (among other bases).

All constructive criticism and suggested improvements are appreciated, whether on the thread or in the project comments.


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#54 2012-04-15 17:31:01

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

VERY COOL! welldone. don;t know what to say really other than implement the other things


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#55 2012-04-15 17:40:12

Karra
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Registered: 2009-01-14
Posts: 100+

Re: Epic Red Alert 4 Collab

Borrego6165 wrote:

VERY COOL! welldone. don;t know what to say really other than implement the other things

Thanks! :3

Will do. Expect the player implementation to come out first, as it would simply be a conduit for the player rather than deal with the decision-making of the artificial intelligence.


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#56 2012-04-15 17:42:00

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

Karra wrote:

Borrego6165 wrote:

VERY COOL! welldone. don;t know what to say really other than implement the other things

Thanks! :3

Will do. Expect the player implementation to come out first, as it would simply be a conduit for the player rather than deal with the decision-making of the artificial intelligence.

indeed! wow this is going so well i have high hopes that even the evil black list will be easy! (well, easier than expected)


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#57 2012-04-19 20:28:20

Karra
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Registered: 2009-01-14
Posts: 100+

Re: Epic Red Alert 4 Collab

Bump. Did anybody else make progress with the blue list?


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#58 2012-04-20 02:37:16

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

i think everyone needs to do these lists:

What I have done:

What i am going to do:


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#59 2012-04-22 11:50:51

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

hello? the blue list has to be done by next sunday!!! who's doing what now?


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#60 2012-04-26 20:51:20

Karra
Scratcher
Registered: 2009-01-14
Posts: 100+

Re: Epic Red Alert 4 Collab

Bump. Okay, it seems like no progress has been made since my list system. I have some questions to ask:

1. [To participants:] Is anybody else actually working on this collab anymore?
2. [To Borrego:] If nobody else is recognizing this collab, then can the deadline be extended and we work on this together?


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#61 2012-04-26 21:34:50

coolhogs
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Registered: 2011-07-26
Posts: 1000+

Re: Epic Red Alert 4 Collab

Sorry guys...
I can't do it...
sad
I have so much to do...


Get ready for domination of:  tongue

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#62 2012-04-27 02:47:22

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

Karra wrote:

Bump. Okay, it seems like no progress has been made since my list system. I have some questions to ask:

1. [To participants:] Is anybody else actually working on this collab anymore?
2. [To Borrego:] If nobody else is recognizing this collab, then can the deadline be extended and we work on this together?

erm... well this was part of the "test" to see if the team could cope with the blue list. because the team cannot even handle that list, no way am I offering anyone the black list. Anyway, on show + tell I told everyone I'm leaving scratch for a couple months to sort some things out so if the blue list is done in two months (your new deadline) then i'll have my confidence back and we'll get back to work. Clearly we cannot reach it in 3 days, and even if I helped it would not be done by then. But if the team works together and gets it done in two months (that's easy to be honest) then when I return we'll get back on with the evil black list. Is 2 months long enough?


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#63 2012-04-27 16:09:04

sonicfan12p
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Registered: 2011-11-16
Posts: 1000+

Re: Epic Red Alert 4 Collab

Sorry guys, I have been gone the last few days visiting relatives. I've finished the first thing on the list, with the power supplies, and will begin on something else now. I'll look back at the list, and tell you what I'll work on in the next post.


Why are the secret organizations getting all the attention?  mad

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#64 2012-04-27 16:11:09

sonicfan12p
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Registered: 2011-11-16
Posts: 1000+

Re: Epic Red Alert 4 Collab

OK, here is the link. Still looking at the list.


Why are the secret organizations getting all the attention?  mad

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#65 2012-04-27 16:13:47

sonicfan12p
Scratcher
Registered: 2011-11-16
Posts: 1000+

Re: Epic Red Alert 4 Collab

Okay, I've decided I will take the whole blue list if no one else is available. It can be done by Sunday, but I'm gonna hafta double time it.


Why are the secret organizations getting all the attention?  mad

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#66 2012-04-27 17:08:45

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

you;ve got until i return in a couple of months. read the above message i sent to Karra.


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#67 2012-04-27 22:13:26

Karra
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Registered: 2009-01-14
Posts: 100+

Re: Epic Red Alert 4 Collab

Borrego6165 wrote:

1) Looks after power supplies
2) Can train soldiers
3) Build a battle lab
4) Upgrade barracks to robot factory
5) Makes loads of robots
6) Checks whether it has reached maximum unit level (of 20 per player)

sonicfan12p wrote:

Okay, I've decided I will take the whole blue list if no one else is available. It can be done by Sunday, but I'm gonna hafta double time it.

You have covered the first criteria, Sonicfan.
I have covered the last criteria.
Criteria #2-5 are still up for grabs.
Training soldiers, building robots, building a battle lab, and upgrading barracks to a robot factory all require a mere command triggered by some changing value. What that value is; whether the AI has progressed enough into the match and has gained enough funds & manpower to handle a robot factory [or a battle lab, for that matter], or whether the AI finds it necessary to train soldiers and build robots because there aren't enough actively fighting units on its side.

The issue I'm having with all of these criteria is that: sure, it wouldn't be a problem to program the artificial intelligence to merely do these tasks; but wouldn't we want it to do them to the best [or perhaps most humanlike] of its ability?

While I may be skipping ahead of the blue list a little bit here... This project would be a great place to employ the wonders of arrays; particularly regarding building placement. If the player's & AI's respective claims of land are rectangular in dimension and can be divvied up into uniformly shaped sections, this would work great!

Understand that I have been quite bogged down with reality at the moment. I'll try to improve upon the sixth criteria, and might begin on the others shortly. I don't expect we'll need two months; in the case we don't, we'll just go on to the black list, hm. c:


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#68 2012-04-28 02:44:11

Borrego6165
Scratcher
Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

well, don;t rush just so that you can get onto the black list. try to spread it out into a couple of months if you can  big_smile


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#69 2012-04-28 09:58:54

sonicfan12p
Scratcher
Registered: 2011-11-16
Posts: 1000+

Re: Epic Red Alert 4 Collab

Karra wrote:

Borrego6165 wrote:

1) Looks after power supplies
2) Can train soldiers
3) Build a battle lab
4) Upgrade barracks to robot factory
5) Makes loads of robots
6) Checks whether it has reached maximum unit level (of 20 per player)

sonicfan12p wrote:

Okay, I've decided I will take the whole blue list if no one else is available. It can be done by Sunday, but I'm gonna hafta double time it.

You have covered the first criteria, Sonicfan.
I have covered the last criteria.
Criteria #2-5 are still up for grabs.
Training soldiers, building robots, building a battle lab, and upgrading barracks to a robot factory all require a mere command triggered by some changing value. What that value is; whether the AI has progressed enough into the match and has gained enough funds & manpower to handle a robot factory [or a battle lab, for that matter], or whether the AI finds it necessary to train soldiers and build robots because there aren't enough actively fighting units on its side.

The issue I'm having with all of these criteria is that: sure, it wouldn't be a problem to program the artificial intelligence to merely do these tasks; but wouldn't we want it to do them to the best [or perhaps most humanlike] of its ability?

While I may be skipping ahead of the blue list a little bit here... This project would be a great place to employ the wonders of arrays; particularly regarding building placement. If the player's & AI's respective claims of land are rectangular in dimension and can be divvied up into uniformly shaped sections, this would work great!

Understand that I have been quite bogged down with reality at the moment. I'll try to improve upon the sixth criteria, and might begin on the others shortly. I don't expect we'll need two months; in the case we don't, we'll just go on to the black list, hm. c:

I'll try and make this work. In the link I posted a few messages up, i have it set up where the used power keeps increasing to show what the computer would do about it. I saw that building placement was on the black list, so I decided to get the rest of it done first, but if you have a way to make building placement actually make sense, perhaps we could add base defenses into the mix?


Why are the secret organizations getting all the attention?  mad

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#70 2012-04-28 11:46:54

Karra
Scratcher
Registered: 2009-01-14
Posts: 100+

Re: Epic Red Alert 4 Collab

@sonicfan12: It would probably be a good idea to finish up the blue list before starting up with the black list. If you can come up with logical strategies that the AI can use regarding training soldiers, building robots, building a battle lab, and upgrading barracks; that would be wonderful. Of course, I am here to help you out if you get stuck with some of the criteria.

I'm reading over the black list at this very moment. Seeing as Borrego's intending to have a scrollable interface in addition to the structure grid, we might want to hold off on that until we know the artificial intelligence is capable of completing normal tasks [as listed on the blue list].

For #1, all that's left to do is to apply cash limitations to it; which would probably be accomplished once we start merging these criteria with the artificial intelligence.

Numbers 2, 3, and 5 are a matter of [similar to #1,] finding logical triggers for each action.

Hold off on #4, because I have a feeling that I can integrate it into the structure grid system. What I'm planning on doing is creating a list system based upon the unit creation sequence I published not too long ago. The difficulty of said endeavor depends on how many squares the grid would contain [counting both the player's & AI's territory, (possibly) as well as no man's land].

While #6 is technically completed, I'll be programming user input regarding unit creation; and I might look into finding thresholds for training more units & possibly training higher-level units.


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#71 2012-04-28 12:26:18

Borrego6165
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Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

don;t forget that if there's something in the blue list that would not work without something in the black list being done first than you can do it  big_smile  remember, you've got two months and if you look at my Entertainment Inc game you will find how the scrolling windows will work. I do not want you to start on them, there are other things I'll need to sort out before they are made, it's just to give you an idea.


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#72 2012-04-28 22:44:11

sonicfan12p
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Registered: 2011-11-16
Posts: 1000+

Re: Epic Red Alert 4 Collab

I've got the com. building power plants and the barracks, and I've figured out the robot factory upgrade. Although having the scroller now would be a great help, and possibly save a bit of time, it isn't completely neccessary right now. And I have the money thing worked out, all we need is a way for the com. to make more money.


Why are the secret organizations getting all the attention?  mad

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#73 2012-04-29 02:31:41

Borrego6165
Scratcher
Registered: 2011-03-10
Posts: 1000+

Re: Epic Red Alert 4 Collab

sonicfan12p wrote:

I've got the com. building power plants and the barracks, and I've figured out the robot factory upgrade. Although having the scroller now would be a great help, and possibly save a bit of time, it isn't completely neccessary right now. And I have the money thing worked out, all we need is a way for the com. to make more money.

all it will be is scrollX and scrollY values
i'll make a snap-to grid for the placement of structures

Last edited by Borrego6165 (2012-04-29 02:32:00)


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#74 2012-04-29 23:15:58

sonicfan12p
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Registered: 2011-11-16
Posts: 1000+

Re: Epic Red Alert 4 Collab

bump


Why are the secret organizations getting all the attention?  mad

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#75 2012-04-30 16:39:29

Karra
Scratcher
Registered: 2009-01-14
Posts: 100+

Re: Epic Red Alert 4 Collab

Well, for the money issue; I think that's where the bank structure comes to play. Either that or money slowly generates over time...

Sorry for not contributing as much as I should; facing some hard times right now.


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