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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

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Clickteam.
  • I do similar things in my notes, anything referring to an upward movement/top colliders/jumping and hitting a ceiling etc being sky blue, downward stuff being brown like earth....

    I hear ya ^^

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    By the way, I would encourage you to get Fusion 2.5+ (I don't see the icon for it under your avatar), as creating a well-organised MFA is harder without it. Global events can be a great time-saver, but I found them barely usable without the DLC. For me, the DLC's Find all feature is an indispensable upgrade to the old Find feature. Having 260 instead of 26 altVals means you don't have to split them into multiple objects then waste time rummaging through them to find the right altVals. Qualifiers are a great way to streamline and organise your code, and you can integrate them into your project more tightly and clearly once you have the DLC and can give them custom icons and names.


    8| Awesome

    how did you make that panel? :/

    It's mostly comprised of lots of counters/strings all lined up. The framework to set it all up comes as part of Please login to see this link.

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  • I hear ya ^^

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    Ha! I suppose colour coding is just one of those natural approaches which is so easy to recognise?

    I do have 2.5, but I'm not very forum savvy so it doesn't surprise me that my icons aren't up to date. The extra variables are definitely a boon, though the perfectionist in me is always second guessing myself wondering if I need so many? In the scrolling brawler I'm working on some characters have over 40, which as you can guess does get pretty spaghetti-fied, especially when you're doing the more complex stuff like performing a grapple.

  • I think lots of variables is usually a good thing. Unless, I suppose, you keep forgetting about them and doubling up with new ones until you have 5 altVals doing the work of 1. But as long as you're well organised, giving everything its own well-named altVal is helpful, in my opinion. Otherwise you run the risk of using the same altVals for too many things at once, so that if you tweak something over here it breaks something over there. Or you get into the habit of using lots of hard-coded, unlabelled numbers everywhere, which will make your code less readable and harder to manage.

    Each of my enemy objects actually uses about 300+ variables: basically the full 260 altVals, plus all 32 flags, plus a few dozen more altVals in child objects such as skins and turrets. Every enemy in my game uses an instance of the same object, no matter the type of enemy - stationary, moving, a flyer, a shooter, etc. To create a new enemy type, all I need to do is tweak some altVals like this:


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    The rest will take care of itself. If the enemy moves, it will automatically navigate terrain, either flying through the air or walking on floors, walls and/or ceilings, avoiding hazards. It will jump over gaps, with a suitable air-time and jump parabola that takes into account its speed and the width of the gap, and environmental factors such as wind speed.

    If it's aggressive, it will automatically seek out the player, and eventually give up if it can't reach her. It can handle all sorts of shooting behaviour (aiming, multi-pellet bursts, heat-seeking, friendly fire) depending what I set.

    All of its animations and sounds will be managed automatically - all I need to do is provide the graphics/sound assets and put them in pre-determined spots in my game's data folder.

    The whole code is comprised of some 2000 events, but code will be automatically enabled/disabled for each instance, as needed, depending on what the capabilities and requirements of that particular enemy are. Performance is good because the system automatically optimises itself as needed (eg. slow-moving enemies won't check for obstacles as frequently as fast-moving ones)

    My enemy system is one of the things I'm most proud of. Even though I built it a few years ago and have long forgotten exactly how it works under the hood, I can create a new enemy type today, and it works 'out of the box' with little fuss. If needed, I can make small tweaks to some small portion of the system without affecting anything else.

    One of the reasons it works this well is because just about everything is contained in a single active object, with all of its various features neatly segregated amongst its many altVals. I'll go as far as to say that I simply wouldn't have been able to pull this off without 2.5+. With only 26 altVals per object, I think things would have become too fragmented and cumbersome for me to be able to mentally keep up with all the different moving parts.

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  • It sounds like you've refined your enemy AI to such a degree that it's almost like the Tyranid Hive Mind (and I'm sure you get the reference), a singular entity doing all the enemy thinking as one, then distributing it around them as appropriate for their environment and the players actions?

    It's a great idea, but a long way off for a guy at my level. I imagine that the knowledge and understanding to create such a thing takes thousands upon thousands of hours of experience, trial and error across many projects before you finally 'get it', but that's where I want to be one day as it sounds like it has huge potential and all manner of gaming applications :/

  • It sounds like you've refined your enemy AI to such a degree that it's almost like the Tyranid Hive Mind (and I'm sure you get the reference), a singular entity doing all the enemy thinking as one, then distributing it around them as appropriate for their environment and the players actions?

    It's a great idea, but a long way off for a guy at my level. I imagine that the knowledge and understanding to create such a thing takes thousands upon thousands of hours of experience, trial and error across many projects before you finally 'get it', but that's where I want to be one day as it sounds like it has huge potential and all manner of gaming applications :/

    Actually, I think (I'm not sure) that my enemy system might be an example of your finite state machine: a singular but multifaceted chunk of code where all the bits are switched on or off as needed, according to the current states of the entity.

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  • Actually, I think (I'm not sure) that my enemy system might be an example of your finite state machine: a singular but multifaceted chunk of code where all the bits are switched on or off as needed, according to the current states of the entity.

    I was actually thinking similar lines? In my mind it was more of an individual thing for each character/enemy in a game, a piece of code perhaps tricky to build initially, but once it's working as needed it would become a simple task to switch bits on and off when required in order to make them perform individual actions like movements and attacks, or work together like a grapple where attacker and receiver have to sync up.

    Basically, the end result would feel more like the creation options in an existing game where game elements can be easily tailored to the player's liking, and it sounds like with your own approach to the Spryke AI you've done something similar to this, as you mentioned you're not 100% on how the whole thing works all the time, but you've gotten it to the stage where you can turn things on and off and get the results you're looking for with anything new you wish to add?

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