So what is everyone doing at the moment?
Watching the draft lmao
It’s 10:30 where I am
i’m gonna try make the bot… it’ll probably suck and it might be so bad that i won’t bother releasing the file, and it’s getting late for me, but i just want to try it.
when are you going to add the planned combat system? shoudln’t you make that? i think you said you were going to make it
GREAT RESOURCE ALERT
So I just went Github Repo diving (Scouring Github for cool repos) and I found this amazing Super Smash Bros Melee bot that is not only perfect for our Forum Fighters bot but is also extremely easy to read and understandable (Even for people who don’t know how to code). Unfortunately it’s in Python and is programmed in a way that isn’t compatible with the FFR fighting engine, but is still exactly what we’re looking for and we should build off of it.
Here’s how it works (according to the Github repo):
"How is SmashBot designed? SmashBot makes decisions on a tiered hierarchy of objectives: Strategies, Tactics, and Chains. Each objective inspects the current game state and decides which lower level objective will be best to achieve it.
Strategies are the highest level means that the AI will use to accomplish the overall goal. For instance, the SmashBot will typically take the strategy of baiting the opponent into a poor move.
Tactics are lowish level series of predictable circumstances that we can realistically flowchart our way through. For instance, if the enemy is off the stage we may choose to edge guard them to keep them from getting back on.
Chains are the lowest level of objective that consists of a “chain” of button presses that Smashers will recognize, such as Wavedash, Jump-canceled Upsmash, etc…"
And here’s the Github repo so you guys can take a look: https://github.com/altf4/SmashBot
Here’s a great resource for making video game bots: https://www.sitepoint.com/game-ai-the-bots-strike-back/
For example here are examples of strategies, tactics, and chains:
Strategy (Tactics used for the strategy are underlined and in bold):
- Pressure opponent
- Constantly harass opponent with melee attacks throughout the entire game
- Pursue opponent and be be within a 5 foot distance entire game
- Juggle opponent with air attacks
- Safely defend
- Evade opponent when in melee range
- Do long distance attacks (Snipe)
- Bait opponent
- Bait opponent
- Punish opponent cooldown after baiting
Tactics:
- Juggle: Barrage opponent with air attacks
- Bait opponent: Move into close proximity of opponent and then avoid opponent attack
- Punish: Attack opponent during their cooldown after baiting
- Harass: Spam opponent with melee attacks constantly
- Pursue: Keep opponent within melee range
- Evade: When opponent gets within melee range, create a random waypoint away from opponent and move to it
- Snipe: Attack opponent from a distance
Chains:
- Move
- Jump
- Drop from platform
- Melee attack
- Distance attack
- Block
- Air attack
I know there are much more that I didn’t add, so if somebody wants to make a wiki with all of these, please do!
Also, @mlgcoolguys_1 @pumpkinhead @Hamzah_Alani @awc95014 Can we make the arena bigger, or add a void?
dont worry about that, when i finish my exams, ill make it clear my plans. in the mean time help baron and @Hamzah_Alani do up a simple ai or you can plan how your chapter’s mini and main boss is going to be.
i haven’t really perfected the format yet so keep an eye out for the newest section at the bottom of the docs
sure lol, go for it. just make the map actually playable ok?
I thought I already did that… am I missing something?
yes, we can just make the vcam see a bigger part of the project in the arena and it’ll be bigger. the void stuff will also be addable.
cough cough
In courtesy of TryoByte:
@Hamzah_Alani, we decided to just create a normal main character instead of trying to make the main character based around the player, so we pretty much, unfortunately, scrapped the custom character idea (The Forum Fighter Story Docs has a funny list considering this change). Tryo include the possibility of custom hats and accessories for the main character (which i was pretty sure he mentioned last time at an earlier post), and a suggestion of changing the name of your fighter character from Flame to Flambe (though we’re only asking you if you’re okay with that, and we would apply that to the latest update/patch if you agree).
A normal announcement regarding the story so far:
We haven’t really added much since Tryo is still working on the tutorial. Not that it IS free from all of your suggestions, critiques, criticisms and ideas!
(but seriously we might MIGHT, repeated MIGHT for emphasis, need at most 1 more lead writer in my opinion, and in my opinion, as co-editor, this is not too much of a concern at the moment. Just wait till we finish the first draft of the entire story and review, change, and fix it up for polish!)
Regarding character chapters!
If you guys are still working on your chapters please link them in this section:
It mostly consists of general plans regarding how the mini boss and boss fights would be executed.
PLEASE LINK IT FOR VIEWING AND NOT FOR EDITING, IT IS YOUR PERSONAL CHAPTER AFTER ALL!
…just place the link to the left of your respective character name. We’ll be able to see and also suggest ideas for you to consider or comment on your story.
…Otherwise, you can just reread the doc if you like and see what has changed.
Flambe sounds good, feel free to change the name
so are we gonna convert the story to set the main character apart from the user?
i also wrote this at the bottom of the google doc, which is related to what you just said…
ok i made a doc with the story and also some additional information and put it there.
i linked it in the doc for commenting because i wasn’t sure how’d you suggest ideas to me (which i feel like i really need).
AH I FORGOT TO ASK YESTERDAY! What does everyone think of the idea of having Flambe a calm and level-headed person (Hamzah especially). I thought it could be for irony of appearance and also hopefully solidifying Flambe’s personality.
Pasting from the document:
We didn’t say anything about having the character representing the player though. However, I assumed that we’re already going to just make the main character not anymore trying to represent the player and just be themselves (we just need to come up and develop their personality). I just thought the hats idea is cute and maybe entertaining.
Hopefully I didn’t misunderstand anything because it was 11pm when I slept and I was feeling sleepy yesterday.
i think that’s okay. don’t have too much of an opinion since we have very little story done.
Ok, @KringlePrinkles i re-enabled the intro music, though once you play it once, it sets a localstorage value (itr) to 2 and will no longer play it in subsequent previews. I’ve also included a debug button that removes the value if you wanna play it again.
FFR 1.3.25 v35-3-2021_12-05-15.wick (613.8 KB)
Edit: new version of file replaces flame with flambe
Also @awc95014 noticed something funny, can you give us the raw gif of your oc distracting us?
um, sure. why though?
different question, how are we gonna stop all the sounds? i tried using stopAllSounds() and it didn’t seem to work. it’s probably a similar reason why the music doesn’t stop when you stop the project. we might have to put in the music as an asset if we can’t find a solution…
oh yeah, next steps.
- put character-specific properties in the character clips, not the player scripts. (health, attacks, etc)
- maybe add weight property that affects knockback.
maybe a weight of 1 doesn’t change anything, a weight of 2 halves the knockback, and a weight of 1/2 doubles knockback. - add projectile attacks. they have all the properties for stationary attacks. (yes, x and y will stay. bullets come out of a barrel, not your chest. you need to reposition it.) it will additionally have xv, yv, and duration. (you can shoot multiple things at a time if it applies.) i might try to do it, but i’m guessing @pumpkinhead knows how to do it better than me.
- add a way to set how long players are “hurt” and immobile for. pumpkinhead probably knows where to do this as well.
- add characters. finally. give all the characters their own attacks.
- add different attack animations for the characters’ different attacks.
- make a prototype story. doesn’t have to follow the story we’re making now, just a proof of concept to show we can animate, make battles, etc.
- make a sweet character poster with all the characters posing. just kidding. or not, idk, it can become game art.