hey remember last time when we planned to add a achevement list, I was thinking about adding collectables in each cutscene maybie that you click to get maybie things that add to the story of phill and why he’s corrupting everything and if you they could be little trophys that depict phill going crazy and telling the story. (my idea for the collecting is when you get something it makes a thing true adding it to the board of tropys (i might put one in the title screen)).
similar to what i asked of tryobyte, let’s save the easter eggs for later.
also i had an idea for the bits of story for phill could be used for a secret ending
also about story mode i was thinking of a main map type thing where you move the character and there are different places you have to go to to beat the next boss in line kinda like smash ultimate’s story mode (we could add the trophys in places that represent that trophy). Edit: I made a story prototype for moving around FFR 1.4.2 (player to bot toggle for both players)6-6-2021_12-16-31.wick also EDIT: i decided to try and change the winner screen to this and its sopposed to show what character you are and I cant figure out how to make it work
here is a file im switching computors so dont touch this and I will delete this reply when I do FFR 1.4.2 (player to bot toggle for both players)6-7-2021_10-15-57.wick
wow some how to me it looks 3d.
thx but I need to know where the code is for checking what character is chosen
Alright,
It’s been long enough in hibernation,
@pumpkinhead @Hamzah_Alani @awc95014 @KringlePrinkles
Are you guys in your holiday seasons or at least freed up?
- Here!
0 voters
If we go any longer we might just fall for the second time …
I just switched up computors so i wont be as active
don’t worry, i visit the forum at least 95% of the days, maybe even 99%.
and school’s done tomorrow ᕕ( ᐛ )ᕗ
however, i do have another (secret for now) project (another new one, yes, even though i have 2 unfinished projects) going on at the same time. but it shouldn’t interfere with this one since the other project is not a collab, and i just go at my own pace.
Like promised, I’m ready to work again on the project!
Though a lot had happened - so a quick update on the story and how the code works would be appreciated! (No need to go into much detail though)
haven’t used wick for some time ;-;
btw - I got a new device too! (when I was inactive). Haha… I never really tried to admit it but I learned coding and programmed all my past projects on a school chromebook xD
So it was only now that I got access to that doc - & I already read most of it … it’s so good :0
the ai is really hard to beat so I am going to add an easy bot.
and a new stage
Go read the docs
Everything.
Then come back to edit stuff
You can’t just walk right in and expect to be allowed to join immediately.
For the ai, I was thinking maybe (you know) when the ai falls from the screen or hits a non-moving object that may damage them, the x-value where the event occurred is recorded into an array? Then we can tell the ai to jump over or stay under that thing or simply attempt to avoid the next time they’re moving towards it or are near it (so the ai learns from their mistakes).
May also add an array that stores the ai’s last positions. If a pattern is shown in the array, the ai would know that it’s repeating itself.
So yea - I may try to add these in (unless if they’re already added in?)
no, the current AI is really simple, it has no “learning” involved.
sorry, i have lost some motivation, and also i was focusing on other stuff, so i have some catching up to do…
but i’ll try to help out some more
(can’t code today though)
i have an idea of how to make the bot jump over gaps
when a match starts it creates a grid of the world, and records which areas of the world are occupied by a block and which areas of the world are air.
this image might help explain the following
the black areas are blocks, and the white is air. to get how far the gap is, check how many blocks are between the relevant corner (marked by the blue pixel) and the closest solid to the right/left. also, the Y value of the block to land on can be calculated by getting the closest empty cell above (other corner x, original corner y)
then, using the parabola of the character’s jump, we can test to see if the position of the corner is under the parabola (meaning the character can land on it). the equation to get how high the player would be at a certain point of the jump would be
h(x) = vx + (1/2)gx^2
x is the x position, v is the jump velocity, and g is gravity
edit: actually now i realize this equation isn’t right. x would not be the x position directly. it actually is the amount of time it took for the character to reach that x position, which is dependent upon the character’s speed. (the time would be measured in frames, since velocity in the game is measured as units/frame and therefore gravity/acceleration as units/frame2)
if this test succeeds, then it adds some sort of marker in the corner that the ai should jump here.
it also checks if it can land on a block if it falls at full speed. the orange curve is a graph of the same h(x)
function from earlier, except v is 0 (because the character wouldn’t jump). it checks every cell in the area shaded in red (which is above the fall parabola, but below the y value of the corner), and if there is a solid cell with an air cell above it, that means it can land there. if this test does not succeed, it checks if it can land somewhere if it stopped moving in mid-air, by checking below the parabola for a solid cell with air above it. the X position of that cell is where it would stop.
we could generate this everytime the round starts, or just have it pre-baked, i.e. calculate this once and put the data in the game
also this grid representation can be helpful during the battle, e.g. if the ai is in mid-air and needs to find a safe place to land.
Oh Mai Mai
What a beautiful consept!
Don’t worry Pk
Why don’t you go do something fun! Like come up with Pk’ and his counterpart’s attacks?