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Friday, July 26, 2019 - 20:11

yeah but which library is good?

 

you just try every single library for best results?

Friday, July 26, 2019 - 01:50

Hmmm, how do you prepare one for a jam

Friday, July 26, 2019 - 01:50

So, i guess you can't really catch a bug and glitch when it happens?

pinpointing the exact mistake?

Friday, July 26, 2019 - 01:45

sweet

Saturday, July 20, 2019 - 20:32

Cool! What do you usually want from a game then?
A prototype perhaps. 

Saturday, July 20, 2019 - 20:31

Oh wow, amazing. 
I definitely want to write it myself,with some adjustments.

thanks for the link, i am browsing it.

so technically, that collission is definitely an overlap in computers? not when the edge touches one another?

Saturday, July 20, 2019 - 02:28

it looks alright, i don't think there was any game of that caliber that move naturally, from diablo to AoE

but referencing from existing game, it is distance/time equals to velocity?

maybe 6 to 5 px is good?

Friday, July 19, 2019 - 01:53

that's a very interesting article. I think i get it. It seems the implementation of AI is case by case,

since a game could be anything, from grid based to edge based...
so the wisest thing seems to, create all assets first, then make the AI around the asset.

And from there, best to consider, how the AI think, basically implementing your thoughts, into the AI,whether it is about finding the shortest path, or making the most efficient strategy

very interesting, seems the case of AI is like building characters of a story

am i correcct? 

thanks bencreating

Thursday, July 18, 2019 - 02:56

Oh hey, MedicineStorm

I am not sure about it... seems very advanced for my use currently since it seems to 
encompass robotics too! 

But from i understand, the first paragraphc seems to suggest there are other better methods that preprocess graph for pathfinding?

And how do i  implement this to my assets?

Cheers

Thursday, July 18, 2019 - 02:36

Wow, seems you have figured out your AI! 
Well done!

 

Is there even a jrpg like this?? 

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