Forum Fighters: Rewritten (Discontinued)

regrading the codes



this is every code that will eventually be hidden in game, along with their respective codes. i had to blur out some of the page if dont want anyone finding out how to decode them so soon

oh yes, i made a tiny little… major mistake while doing all of this: i lost of of the code’s numbers :p

yes, i wrote this on a typewriter, veri cool
in fact someone took a photo of me working on it, and since it does show my face, i thought i could work as a cool baner

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we can, dont worry,
lets just try and get the story and the general mechanics nailed down first

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@KringlePrinkles maybe you can try something other than red and blue, that color combo might be a bit basic.

Hairstyle copycat :rage:
Seriously that is just my hair but not brown
Also GIB CODES

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It looks like one of the Gravity Falls ciphers… Is it an existing cipher or is it one you created?

And cool keyboard! Where’d you get it?

made it my self ;3

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i got my surface pen so i may be able to do more art stuff

gib codes

Also we gotta put curious leaves somewhere, it just sounds good. Maybe it can be used for dialogue or some cutscenes

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I feel like I have been pretty useless I haven’t done anything except watch everyone else do stuff

@awc95014 could you try and make a general projectile/ simple Ai?
You can work with the others for this. I think we just have to keep on finding work untill the others like h.a and pumpkin are finished with their school stuff first.
Thanks

hm, i can try. it might be sorta difficult and i might need to modify some stuff, but i will give it a go. school is coming to a close in about a week, so i will have more time (i think) to work on this.

i might change the upKey, downKey, etc. variables to parameters to the player() function. they will go into the function as booleans. for example, I do this: project.player(this, isKeyDown("up"), isKeyDown("down"), [...] isKeyDown("m")); this way, the AI can look at the game, do some calculations as to which button should be pressed, then do project.player() with the button presses.

can someone link all the AI idea posts? I only have nugget’s. (edit: never mind, unless there is more)

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edit: might not have made it clear when i first posted this. this is the bot update. as in the AI that tries to fight. yeah that thing.

some good news.

  • it freaking works. this child can fight now. (jokes aside, the bot can “fight”)
  • you can make it however you want by changing player2’s update code.

however:

  • it’s unfinished. it only does stuff on high health. the other 2 (medium and low health) cases are not filled out yet. it’ll just vibe when it’s lower than 70% health.
  • it sucks. i mean, it does surprisingly well on biggie tree (considering this took only a few minutes, and since it’s an open map), but on arena 2? not the same story.
  • it needs to know when it’s close to the edge of the map. that won’t be super hard though, I think.
  • it shows off all the bugs we have with the animation. with the fireball attack, pkhead left the red square’s dash attack animation intact, but the fireball just animated for only 1 frame. now, we can sometimes see the full animation playing as it spams its buttons at a cps the same as the framerate.
  • right now, every 2nd player character uses the exact same bot behavior. there needs to be a way to figure out which AI to use since each character is different.
  • probably like 5 more issues.

but at least it works.

that’s one small coding session for baron, one crappy-but-functional bot for FFR.

FFR 1.4.0 (he do be fighting tho)5-29-2021_13-53-09.wick (1.4 MB)

i also want to add (just because) that if you make both p1 and p2 use the same ai (one baron, one red square) and you make them fight in biggie tree, they are… pathetic when they fight. they kinda just go in an infinite loop of jumping over each other and attacking the air. only one hit gets landed, and that’s at the beginning.

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tecknologi

So i tried making an ai toggle and…


yeah i’ll just let this speak for itself

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the name of the file will speak for itself.

the bot is actually pretty hard to beat, and it’s still not doing its regeneration thing, which isn’t a thing yet, but the point still stands since it probably will be a thing soon.

FFR 1.4.1 (he do be avoiding the edge and dropping down semisolids when it makes sense tho)5-29-2021_17-44-16.wick (1.4 MB)

I beat the bot


hahaha. . . hahahahahahahahahahahahahaha I AM UNSTOPPABLE.

you should make a bot toggler tho

well, yeah, it’s not impossible to beat. never said that. i’ve beaten it about 70% of the time.

and yes, we should do the bot toggling thing.

i think just put the bot script in both characters and make it toggleable in the character select.

it’s about as aggressive as it gets… it never tries to flee. it doesn’t care about health, it just yeets itself into battle.

i was thinking more of some of these options…

  • chooses higher dmg atk options
  • chases player relentlessly
  • avoids off stage at all costs
  • is willing to take dmg if it can retur more dmg to the player
  • (story mode enemy) increase average dmg per atk or resistance to dmg
  • tries taking high ground more offend

etc
etc