Author Topic: What are you working on? :D  (Read 261042 times)

Aino

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Re: What are you working on? :D
« Reply #300 on: June 30, 2011, 05:42:47 AM »
Doing the new AI, while playing Minecraft :o

So the new AI will be Alien AI V2, it will have a new combating system, so it will be much more efficient and smarter :)

Pilchard123

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Re: What are you working on? :D
« Reply #301 on: June 30, 2011, 06:19:32 AM »
Ah, good ol' Minecraft, where would we be wthout it?

Mars by now, probably. That thing is the biggest time/life sink I've ever come across, barring possibly WoW. That doesn't mean I don't love it though.

Aino

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Re: What are you working on? :D
« Reply #302 on: June 30, 2011, 06:26:05 AM »
Playing WoW? I quit long time ago, reached level 42, if thats the WoW you talk about :P

Pilchard123

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Re: What are you working on? :D
« Reply #303 on: June 30, 2011, 06:29:58 AM »
I've never actually played WoW (yes, I mean World of Warcraft), but I have seen the effects of it, viz. lack of any productive work. Minecraft on the other hand...

Aino

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Re: What are you working on? :D
« Reply #304 on: June 30, 2011, 06:31:46 AM »
Ran into a problem, luckily I've commented alot now :)

Code: [Select]
function LevelSetup()

Globals.G.Asteroids=0
Globals.G.EnemyFactionsMin=0
Globals.G.EnemyFactionsMax=0
SetBackdropColour(0,0,0)
Globals.G.GreysProbability = 0
Globals.G.GreysMin=0
Globals.G.GreysMax=0

for i = 0,100 do

a = AddAsteroid(math.random(-10000,10000),math.random(-10000,10000))

if i > 0 and i <= 3 then

a.Owner = i
a:AddSeedlings(40)

else

a.Owner = 0

end

end

AIInit()

end

function LevelLogic()
while GameRunning() do

AIEngine()

coroutine.yield()
end
end

function AIInit()

--Set the globals correct:
Globals.AI.GraceTimer = 9999999

--Create variables needed for the AI
--Changeable AI, be sure to change them if you need!
AIFaction = {2,3}
AINumIterations = 10
AIGraceTime = 5 --Even though this one is here, it doesn't mean all the other normal AI variables work!
--Unchangeable, there is no real value to change...
AIPriority = {}
AINumFactions = 0
AINumRoids = -1
AINeighbour = {}
AINumNeighbours = {}
Engine = AIEngine()

--Run through all possible factions and chack if they are included, this way we can make the matrices for priorities.
for i = 1,10 do

if AIFaction[i] ~= nil then

AINumFactions = AINumFactions + 1
AIPriority[i] = {}

else

break;

end

end

--Run from 0 to a high number(more than what you would want as asteroids on a map) to find any asteroid.
for i = 0,1000 do

if GetAsteroid(i) ~= nil then

--Set all variables for the asteroids...
AINumRoids = AINumRoids + 1
AINumNeighbours[i] = 0
AINeighbour[i] = {}

for j = 1,AINumFactions do

AIPriority[AIFaction[j]][i] = 1000

end

else

break;

end

end
end

function AIEngine()

--If the gracetime is over and the AI hasn't checked yet, then the AI must do so!
if GetGameTime() > AIGraceTime and AIChecked ~= true then

--The AI will run through all of the asteroids twice to find any neighbouring asteroids.
for i = 0,AINumRoids do

for j = 0,AINumRoids do

if i ~= j then

local Xd = GetAsteroid(i).position.x-GetAsteroid(j).position.x
local Yd = GetAsteroid(i).position.y-GetAsteroid(j).position.y
local dist = (Xd^2)+(Yd^2)

if dist < GetAsteroid(i).SendDistance+GetAsteroid(j).Radius then

--As a match occours, it will make the asteroid a neighbour so the AI understands it.
AINumNeighbours[i] = AINumNeighbours[i] + 1
AINeighbour[i][AINumNeighbours[i]] = GetAsteroid(j)

end

end

end

end

AIChecked = true

else

--The gracetime is over and the AI has checked, then we iterate the chosen amount of times and...

for iteration = 1,AINumIterations do

--Choose a random asteroid to check:
local roid = GetAsteroid(math.random(0,AINumRoids))
--But also include the ID for simplicity:
local roidid = roid.ID

--Now run through all of the factions, to allow them to change the priority of the roids

for factionid = 1,AINumFactions do
local faction = AIFaction[factionid]
local ChangedPriority = false

--Check wether the faction owns the asteroid or not.
if roid.Owner == faction then
--Check conditions on the asteroid:
if roid:GetNumSeedlingsExcluding(faction) > roid:GetNumSeedlings(faction)/4 then
--The AI found out that the asteroid is under attack, so we must set the priority to lowest possible, 0!
if AIPriority[faction][roidid] ~= 0 then

AIPriority[faction][roidid] = 0
ChangedPriority = true

end

elseif roid:GetNumSeedlingsExcluding(faction) == 0 then

if AIPriority[faction][roidid] == 0 then
--We're not under attack, but our priority still says so, let's get rid of that!
AIPriority[faction][roidid] = AINumRoids*4
ChangedPriority = true

end

end

if roid:GetNumTrees() < roid.TreeCap then

if AIPriority[faction][roidid] > AINumRoids*1 then
--We need trees and our priority is high enough to not reset any attack priorities!
AIPriority[faction][roidid] = AINumRoids*1
ChangedPriority = true
if roid:GetNumSeedlings(faction) >= 10 then

roid:PlantDysonTree()

end
end

else

if AIPriority[faction][roidid] == AINumRoids*1 then
--We don't need trees, but our priority says so, let's get rid of that!
AIPriority[faction][roidid] = AINumRoids*4
ChangedPriority = true

end

end

else

end

if ChangedPriority == true then
--If we changed any priority, we have to reset all the other, "meaningless" priorities...
for checkedroid = 0,AINumRoids do
if AIPriority[faction][checkedroid] ~= 0 and AIPriority[faction][checkedroid] ~= AINumRoids*1 and AIPriority[faction][checkedroid] ~= AINumRoids*2 and AIPriority[faction][checkedroid] ~= AINumRoids*3 then

AIPriority[faction][checkedroid] = AINumRoids*4

end
end

else
--if we didn't then we must check the neighbours of all asteroids if they are important.
for checked = 0,AINumRoids do
local checkedroid = GetAsteroid(i)
if checkedroid.Owner == faction then
for j = 1,AINumNeighbours[checked] do
if AIPriority[faction][AINeighbour[checked][j].ID] < AIPriority[faction][checked] then
AIPriority[faction][checked] = AIPriority[faction][AINeighbour[checked][j].ID] + 1
if AIPriority[faction][AINeighbour[checked][j].ID] ~= AINumRoids*3 then
if checkedroid:GetNumSeedlings(faction) > 0 then

checkedroid:SendSeedlingsToTarget(faction,checkedroid:GetNumSeedlings(faction),AINeighbour[checked][j])

end
end
end
end
end
end
end
end
end
end
end

The problem is the "local roid = GetAsteroid(math.random(0,AINumRoids))" near the start of the AIEngine() function.

Aino

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Re: What are you working on? :D
« Reply #305 on: June 30, 2011, 06:34:03 AM »
I've never actually played WoW (yes, I mean World of Warcraft), but I have seen the effects of it, viz. lack of any productive work. Minecraft on the other hand...

Lack of productive work? Blizzard lack of that?

Minecraft is neat though, you can join me if you get in on the server I play on :D

It's whitelisted though: http://www.minecraftforum.net/topic/409940-newish-server-looking-for-epic-builders/page__gopid__5718849#entry5718849

Pilchard123

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Re: What are you working on? :D
« Reply #306 on: June 30, 2011, 06:38:52 AM »
I think that Math.Random is a decimal, you might want to round it.

Aino

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Re: What are you working on? :D
« Reply #307 on: June 30, 2011, 06:46:52 AM »
Nope, that's not the problem, I ran the code before stuff was checked appearantly :S

annikk.exe

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Re: What are you working on? :D
« Reply #308 on: July 01, 2011, 07:13:22 AM »
I'm all out of coding energy for the last few days now..
Maybe gogo at the weekend again..

Aino

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Re: What are you working on? :D
« Reply #309 on: July 03, 2011, 02:47:38 AM »
Going to make a new map, I seek beta testers already, but not so loudly yet...

I'm going to take a few brakes from the coding, maybe I'll release Adventure soon, I got no idea yet... Atleast I'm making a map :)

Aino

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Re: What are you working on? :D
« Reply #310 on: July 07, 2011, 01:53:19 AM »
Yay, Reinforcemts: Checked :D

Now to go through some maps with reinforcements and then allow for all tools :P

Pilchard123

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Re: What are you working on? :D
« Reply #311 on: July 07, 2011, 06:19:17 AM »
Now, you know how I said that I might be able to use EUCLiD for this summer project? Well, I'm fairly sure I'll be able to use it now, all I have to do is get approval from the course supervisor. Expect news soon.

Aino

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Re: What are you working on? :D
« Reply #312 on: July 07, 2011, 06:37:36 AM »
Awesome, but PÃ…ilchard, do you have plans becoming a game programmer?

i do :D

Aino

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Re: What are you working on? :D
« Reply #313 on: July 08, 2011, 01:25:12 AM »
Adventure might take a while :S

Productivity: 1 map per day

Final goal: around 25(the normal campaign)

Currently done: 5 maps

Maybe I'll update this often, so you can see the progress :)

Pilchard123

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Re: What are you working on? :D
« Reply #314 on: July 08, 2011, 02:04:40 AM »
EUCLiD news! I'm starting to work on it as soon as I have a chance. First, though, I've got to get requirements from the end user - that's where you come in. If you could post ideas/requests for features (sensible please, not "WOO MAEK IT FLY AN BAKE A CAK IMMA TROLL") in the EUCLiD thread, that would be a really big help. I know you've all kinda said what you'd like before, but I just really want them consolidated for the evidence that I have to produce. Unfortunately, I probably won't be able to make it Mac compatable just yet, I don't have the time to learn a language that insn't Winfaildows-only before the deadline. Link below, also in maps forum category.

http://www.dyson-game.com/smf/index.php?topic=834.30

Aino

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Re: What are you working on? :D
« Reply #315 on: July 09, 2011, 12:16:13 AM »
After I'm done with Adventure, I'll make a reinforcement function That works outside of Adventure, currently it's so hard sticked to Adventure I can rip it out magically :/

Aino

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Re: What are you working on? :D
« Reply #316 on: July 09, 2011, 12:52:08 AM »
The map gets small laggy when I have Minecraft, Eufloria, Firefox, Skype, Steam, Lots of other crap, Windows Explorer and Notepad++ up D:

This is bad!

Aino

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Re: What are you working on? :D
« Reply #317 on: July 10, 2011, 01:52:51 AM »
Yay, I fixed external map making, due to dofile()

And to help you, it even checks if you don't have more maps left to do :D

I'll need to do a tutorial on how to install the maps though, it'll go smooth hopelyfully :)

annikk.exe

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Re: What are you working on? :D
« Reply #318 on: July 11, 2011, 02:49:00 PM »
This:

I'll need to do a tutorial on how to install the maps though

..is why external files is a flawed idea.. :p  It's less convenient for the players which makes it bad.

Aino

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Re: What are you working on? :D
« Reply #319 on: July 11, 2011, 09:04:51 PM »
I know that annikk, but if I don't I'll probably end up with a 5000 lines long code, and if I close most of the functions, that stupid open thing happens at randopm when I write and I get really pissed off. So either installation or forever to make...

annikk.exe

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Re: What are you working on? :D
« Reply #320 on: July 12, 2011, 02:27:39 AM »
I remember you asked me about that problem before, and I looked and couldn't find anything.

I looked again, and this time I found something.  :>  In Notepad++, you can instantly minimize ALL the functions by pressing alt-0.  There is more as well - if you check the View menu, there are a series of shortcut keys for collapsing or uncollapsing the functions in different ways.  Hopefully there should be enough there to make it a lot more convenient to minimize accidentally-opened stuff.

Pilchard123

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Re: What are you working on? :D
« Reply #321 on: July 12, 2011, 02:30:21 AM »
You could make a self-extracting RAR. That would do all the installing for you.

Aino

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Re: What are you working on? :D
« Reply #322 on: July 12, 2011, 03:47:32 AM »
Thats true... I might do that, but I'll do it once the levels are done...

Aino

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Re: What are you working on? :D
« Reply #323 on: July 15, 2011, 07:50:47 AM »
After the Map Editor, I'll make a minimap thingy... prbly the last thing I'll make before I'll go for a weeks vacation :)

And after that to the beach every single day, until the vaction is over. I still have afternoons to play though :D

annikk.exe

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Re: What are you working on? :D
« Reply #324 on: July 15, 2011, 08:41:35 AM »
(I'm starting to feel like I'm only raining on your guys parade... but...  oh well, here goes anyway...)

Put yourself in the shoes of someone downloading levels from the forums.  Would you rather download a file with extension .lua or .exe ?
Executable files can contain viruses and stuff.. if people are used to seeing .lua files and come across a thread where a .exe is offered, they are likely to be instantly suspicious.

Aino

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Re: What are you working on? :D
« Reply #325 on: July 15, 2011, 08:48:39 AM »
What are you reffering to? The Adventure or is it something totally random?

annikk.exe

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Re: What are you working on? :D
« Reply #326 on: July 15, 2011, 04:06:48 PM »
This:

Quote
You could make a self-extracting RAR. That would do all the installing for you.

That would be a .exe file.

Aino

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Re: What are you working on? :D
« Reply #327 on: July 15, 2011, 10:08:40 PM »
I think it would be some archive file, not an .exe :P

But I can give people the rar to install the maps manually :)

annikk.exe

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Re: What are you working on? :D
« Reply #328 on: July 16, 2011, 12:11:42 AM »
If it's self-extracting, it's an .exe.  But yes, you could just give people a .rar file.

I still think it's a step in the wrong direction though.   I feel being able to download a level in the form of a single file without the need to extract it or do anything else beyond placing in the correct folder, is an ideal system for the people who play our levels.

Aino

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Re: What are you working on? :D
« Reply #329 on: July 16, 2011, 12:16:01 AM »
Yes, it would be much easier for people to play it... But the file size would enter 160 KB(5000+(+++++) lines), meaning it's very hard to find where to go(it is already very hard!), so you end up with this system :/

Edit: We can see how it turns out :) Maybe I can make a map installing it for you, even though that might be a little stupid x.x

annikk.exe

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Re: What are you working on? :D
« Reply #330 on: July 16, 2011, 12:27:02 AM »
If you really want to work in seperate files, that should be fine... however I would recommend compiling it all into one massive .lua file which you then release.

That would mean you have 2 copies of your project.  One is a single 160kb .lua file for end-users to download and play.  The other is a series of .lua files, split up to make it easier to work on different sections.  Thus if you needed to go back later on and change stuff, you could use your multi-file project and then just recompile to a single .lua file when you're finished updating it to the new version.  Would that approach work better?

Aino

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Re: What are you working on? :D
« Reply #331 on: July 16, 2011, 12:57:41 AM »
Hmm, but then I'll have to do the map loading for the fifth time Dx

I'll see how it turns out, as you'll probably be playing on 60(my hope) different levels, it's not that bad to just install it either manually or automatically ONCE...

Aino

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Re: What are you working on? :D
« Reply #332 on: July 16, 2011, 03:07:06 AM »
Made the rally system in 40 minutes... This is great :D

I'll post a picture soon :)

Aino

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Re: What are you working on? :D
« Reply #333 on: July 16, 2011, 03:49:30 AM »
Pictures coming(look at the attachements!)

So, the setting is pretty ok, balls in the blue box represents asteroids(duhh!). The ball colours say something about their alignement to you, obviously you can see for yourself which one is friendly to you!

Now, there is more features than on the pictures, for now you can see that you can hold over the blue box to magnify it 3 times, you can see the whole map and which faction the asteroid is belonging to(friendly/non-firendly!), and you get to see a ring "flashing" in red when your asteroids are assaulted, if you assault someone and it seems you'll win it will flash green on that asteroid.

Also, take a look at the camera tracker, took me another 20 minutes to make xD

What  I'm planning to make is:

Instead of mixing colours, I'll make 2 more sprites, one red and one green, the more seedlings you or the enemy have, the bigger the balls are. Thoose balls are very transparent though!

Pilchard123

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Re: What are you working on? :D
« Reply #334 on: July 16, 2011, 06:09:30 AM »
That...is cool.

Aino

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Re: What are you working on? :D
« Reply #335 on: July 16, 2011, 07:23:19 AM »
Heh, I'll polish it some more and stuff later...

Aino

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Re: What are you working on? :D
« Reply #336 on: July 16, 2011, 07:28:04 AM »
I also have plans adding this to adventure :D

So, when CC is activated/allowed it will show waypoints and rallypoints too :D

Edit: I'll also make a right click to teleport the camera to the point :P I guess this will automatically be ignored if you're not allowed to see there?
« Last Edit: July 16, 2011, 07:51:01 AM by Aino »

AWS

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Re: What are you working on? :D
« Reply #337 on: July 20, 2011, 08:30:19 AM »
HAIL!!
finally, im getting back into making a level.

im using Roid forge to see what kind of resutls i can achieve with that.
ive incorporated hitman's rallysystem but am having trouble getting it to work outside of the test map it came with.. not sure why its not working in mine.

next is to add some devilish AI.
then testing begins...

 ;D

annikk.exe

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Re: What are you working on? :D
« Reply #338 on: July 20, 2011, 06:04:53 PM »
Awesome dude. :>
Hopefully RoidForge will work good for you.

I am temporarily switching my focus away from Eufloria so I can write a new tune.

Rudolf

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Re: What are you working on? :D
« Reply #339 on: July 22, 2011, 03:56:09 AM »
Cool stuff this! We should do a community mod pack soon, rather than a map pack :-D

hitman271

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Re: What are you working on? :D
« Reply #340 on: July 23, 2011, 06:12:47 AM »
HAIL!!
finally, im getting back into making a level.

im using Roid forge to see what kind of resutls i can achieve with that.
ive incorporated hitman's rallysystem but am having trouble getting it to work outside of the test map it came with.. not sure why its not working in mine.

next is to add some devilish AI.
then testing begins...

 ;D

Ha, this made me happy to read this. Friend me on steam with hits271 or just send a message on this forum for rallysystem troubleshooting.

Make sure you paste whatever is included in the RallyModeStart to RallyModeEnd comments in the beta level code. I'm going to upload an easier to implement version by the end of today

annikk.exe

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Re: What are you working on? :D
« Reply #341 on: July 23, 2011, 07:46:02 AM »
I'm a bit sad today, because after about 3 months of being in denial I have finally admitted to myself that the data on my music PC is lost.
I don't think I will be able to get it back, unless I pay a large sum of money to have one of the hard drives taken apart in a clean room and get the data manually extracted by a trained technician.  I'm not really up for that, and can't really afford it anyway..

So after moping around and hugging my kitten for a little while, I gathered the resolve to just launch Cubase anyway and just do some programming.  No sooner had I launched it, than a window appeared saying that the DRM USB licence key thingy did not have a valid licence on it, and therefore Cubase couldn't launch.  I tried replugging it, and tried it in all the different USB slots, but I couldn't get it to work.

I've been pretty frustrated with Cubase for a while anyway, and this was the straw that broke the horse's back.  I uninstalled it, along with a heap of other seed that has accumulated on this machine during the period when my main machine had died and my music PC was the only one I had.  Now I've installed Ableton Live and I'm going to give that a serious go.  It's going to be kind of annoying having to learn a whole new sequencer but Cubase wasn't really working out for me anyway.

So all my previous work is lost, all that remains is the mp3 versions, and I'm now embarking on a new journey with a new sequencer and hoping things will turn out better this time.  Maybe this time I will make a proper regular offsite backup instead of relying on luck or a RAID 1 array to protect me.  Feeling a bit depressed about everything right now.

Bonobo

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Re: What are you working on? :D
« Reply #342 on: July 23, 2011, 08:32:14 AM »
Oh sh!t, that’s bad, you have my sympathy.

Aino

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Re: What are you working on? :D
« Reply #343 on: July 30, 2011, 08:56:39 PM »
So anyone working on something awesome? :D

I'm bored... So I'm just wondering :P

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Re: What are you working on? :D
« Reply #344 on: July 31, 2011, 07:07:18 AM »
HAIL!!
finally, im getting back into making a level.

im using Roid forge to see what kind of resutls i can achieve with that.
ive incorporated hitman's rallysystem but am having trouble getting it to work outside of the test map it came with.. not sure why its not working in mine.

next is to add some devilish AI.
then testing begins...

 ;D



Ha, this made me happy to read this. Friend me on steam with hits271 or just send a message on this forum for rallysystem troubleshooting.

Make sure you paste whatever is included in the RallyModeStart to RallyModeEnd comments in the beta level code. I'm going to upload an easier to implement version by the end of today

het HM...
PM'd you about my probs with incoproating your code..
ive added the Infected AI, and once we can figure out the rally stuff (ive been gagging to get a rally system into my maps ever since pilchard first made his first code), the map will be good to beta test...
aino's also suggested something interesting to add to it so i hope you can help me with that too, mr aino..!? 8)

looking forward to getting this map finished with all the things  i want in it... once i can have all the things i want in a level ill be able to make a few more a little more quickly than usual  ;D ;D ;D

aws

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Re: What are you working on? :D
« Reply #345 on: July 31, 2011, 07:54:22 PM »
Hmmm, I wonder if...

Is it possible to get the neighbours of an asteroid by getting it from the game itslef? That should be possible, and I do belive there is a neighbouring system used by the game istself. I'm just mentioning, would be much more resource friendly :)

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Re: What are you working on? :D
« Reply #346 on: July 31, 2011, 09:28:51 PM »
Set up a lookup table at the start, if you have no gravity. Use Asteroid.Reachable.

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Re: What are you working on? :D
« Reply #347 on: July 31, 2011, 09:34:46 PM »
I have a custom made lookup table, yes... But I wondered if the game's neighbouring system thing is reachable for us! Since the AI works fine with gravity and changed asteroid positions, it is updated frequently I guess!

annikk.exe

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Re: What are you working on? :D
« Reply #348 on: July 31, 2011, 11:08:18 PM »
I am working on Spacechem.
It's a very hard indie puzzle game.

Today I completed a level called Omega Pseudoethylene.  Here is a screenshot of the harder of the two reactors:

click

That was not trivial to make.


Now I am on the final level, which apparently puts me in the top 3% of players.  Less than 1% of people who play SpaceChem actually go on to complete the final level.

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Re: What are you working on? :D
« Reply #349 on: July 31, 2011, 11:12:23 PM »
Uhh, does not compute?

I don't understand a thing xD

annikk.exe

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Re: What are you working on? :D
« Reply #350 on: July 31, 2011, 11:30:43 PM »
Here is a demo.  Links are on the right.

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Re: What are you working on? :D
« Reply #351 on: August 01, 2011, 01:08:13 AM »
^^^^There is some epic. ZI makes some good stuff.

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Re: What are you working on? :D
« Reply #352 on: August 01, 2011, 01:19:10 AM »
Oh god, the last level! I'm very frustrated at the moment because I pride myself with the fact that I'm very good at solving logic/engineering puzzles, and then THAT comes along... >:(

I've been at it for months and I still can't work it out. Maybe you'll have better luck annikk...

PS: If you've got ResearchNet on there (SpaceChem's version of a level editor), look at Volume 1 Issue 7. One of my puzzles is on there!

annikk.exe

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Re: What are you working on? :D
« Reply #353 on: August 01, 2011, 01:21:09 AM »
I'm not doing anything from research net until I figure out the final level.

Making laz0r fuel looks tricky, the rest looks ok.

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Re: What are you working on? :D
« Reply #354 on: August 01, 2011, 09:20:01 AM »
Guys, I've made a new AI! Finally I've solved the problem with AI's, it got a new smart assault method and is cautious not to lose many seedlings in any case! This might be a flaw or not, but thats how it is built! The last thing to add is flower planting :)

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Re: What are you working on? :D
« Reply #355 on: August 01, 2011, 09:46:23 AM »
Ok, done!

I then name it Merchant AI, it damn furious and cautious! Let's see if it can defeat the Infected, in the "AI battleground" (a map, totally symetrical of every thig, meaning both AI's personality/performance is the only thing counting!

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Re: What are you working on? :D
« Reply #356 on: August 01, 2011, 10:10:42 AM »
There must be something wrong with my AI... or the map!

It's defeating the Infected AI D:

And in matter of fact: there was a malfunction in the attack system that i hadn't seen, though it didn't cause any engine failure, so it is hard to see then!

Annikk, wanna improve ur AI now? : D
If so, my work here is done :)

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Re: What are you working on? :D
« Reply #357 on: August 01, 2011, 10:24:15 AM »
Awww, fixed it... but now Infected wins o.O

But I know the reason, Infected is a ninja :P
Right after My AI captured an asteroid, it swarmed the weak point(newly captured asteroid) and gained control of it! Now it was leading and hvaing a huge army since mine has lost alot from the battle!

But! I've made a new AI, I'll match it against Alien nao, let's see if V1 beats V4(yes, it really is!) :P

Edit: The Merchant died, I know why! The same reason as before... Lesson leanred: gonna make it need more units before attacking!

Edit 2: Unpredictable reults, for some reason Alien AI act on both sides, making it attack earlier than expected, etc...

Edit 3: Merchant AI vs itself = LOOOOOOOOOOOOOOOOOOOOOOL a.k.a Mirror!

They do exactly the same, in different patterns, but still doing exactly the same!

Gonna release it, it's so simple to implent that your eyes will burn if it is not, copy + paste and then change minimum 1 value(which is which factions it will control!)

Also, the AI can hold up to 50 iterations on a map with 20 roids without getting any lag! Seriously, it's not CPU consumting at all, it's very easy on the system!

Downside of that is that is isn't compatible with moving asteroids, then I reccomend Annikks Infected AI :)
« Last Edit: August 01, 2011, 10:46:37 AM by Aino »

annikk.exe

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Re: What are you working on? :D
« Reply #358 on: August 01, 2011, 03:54:41 PM »
Was your AI controlling Infected's asteroids/seedlings?

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Re: What are you working on? :D
« Reply #359 on: August 01, 2011, 08:50:36 PM »
Nope, yours weren't controlling mine either :P

Mine has a way to select individual empires, an array where you just input empire number, it could be {4,6,7,8} or {0,2,3}(yes, this one can control grays if you want it to :P) :)

I haven't tested since after I added more units to attack with though, maybe see now!

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Re: What are you working on? :D
« Reply #360 on: August 01, 2011, 08:58:26 PM »
Annikk, I'm sorry to say: Yours just got PWN'd... Although I played at faster speed, cause I'm tired of watching such a slow show :/

Added the file as an attachement here if anyone wanna see the fight! I might have predicted wrong if you play at normal speed(Mine checks 50 asteroid 60 times a second, or 3000 asteroids a second! So it might have been that mine react much faster!)

annikk.exe

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Re: What are you working on? :D
« Reply #361 on: August 01, 2011, 09:34:28 PM »
Infected AI will perform extremely poorly or not at all if the game speed is increased using Developer Mode.  So I am not surprised at the result.

I will run a test now and see what happens at normal speed.  :>

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Re: What are you working on? :D
« Reply #362 on: August 01, 2011, 09:40:13 PM »
edit, nm

annikk.exe

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Re: What are you working on? :D
« Reply #363 on: August 01, 2011, 09:43:28 PM »
Running at normal speed, IAI wins.  Sorry dude.. :>

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Re: What are you working on? :D
« Reply #364 on: August 01, 2011, 09:58:27 PM »
I'm OK with that :P

Atleast I hope it gives it a challenge?

I'm making a map now though, releasing my AI(even though it exists out here on the forum already!)

annikk.exe

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Re: What are you working on? :D
« Reply #365 on: August 01, 2011, 10:27:05 PM »
The differences are visible right from the start, your AI sends all seedlings to one asteroid, plants on it, then sends the rest to a second asteroid.  Mine splits its force equally between two asteroids, sending 50% to each at the same time.  Consequently, my AI gets its trees planted earlier than yours.

However yours gets its 5th up sooner than mine.  And its 6th.

Your AI seems to send ALL reinforcements for new tree planting, instantly.  My AI makes each asteroid wait until it has 10 seedlings before sending them to colonise stuff.

My AI gets its 7th asteroid about 20 seconds ahead of yours.  Your AI gets its 8th asteroid about 20 seconds ahead of mine.

As soon as your AI has captured its 8th asteroid, it instantly starts sending seeds to attack the player asteroids.  It actually sends a whole bunch of them to their death, they arrive one by one.  Then it seems to stop attacking and waits for a while.  Meanwhile IAI is massing up a huge force..

After a couple minutes, IAI has massed up a large force and attacks the north player asteroid.  Meanwhile, your AI attacks the sound player asteroid.  IAI captures north, your AI captures south a few seconds later.

No sooner has your AI captured the south player asteroid, than IAI attacks one of your asteroids.  Your AI responds by attacking one of IAI's asteroids.
IAI captures your asteroid, then rushes back to defend the attack.  It is not fast enough and IAI's asteroid falls to your AI.

Many battles ensue.  Quite fun to watch this really.. :>


annikk.exe

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Re: What are you working on? :D
« Reply #366 on: August 01, 2011, 10:27:44 PM »
By the way Aino, did I hear you mention something about GetFactionColour the other day?  What is that?  How does it work?

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Re: What are you working on? :D
« Reply #367 on: August 01, 2011, 10:32:32 PM »
Heh, the battles gets huge in the end :P

GetFactionColour(faction,something) is to GET the colour of a faction, meaning you can make sprites with the colour of a faction. I don't know what "something" is for, but use 2 there and then when you want a specific colour, do GetFactionColour(faction,2).r/g/b :)

And don't thank me for this, thank Mihhaelo for the whole thing. I just mentioned it more often I guess.

annikk.exe

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Re: What are you working on? :D
« Reply #368 on: August 01, 2011, 10:38:50 PM »
That's AWESOME.

That means you could make an empire colour selector!!
And thus build maps where the enemy is always a starkly different colour to the player!!

Aino

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Re: What are you working on? :D
« Reply #369 on: August 01, 2011, 10:40:48 PM »
Hmm, you can try :P

Haven't experiemented with Setting colours, I've just been Getting colours :)

Good Luck :)

BTW: The starfield ain't checking asteroid on the map I have :/

Any reason for that?

annikk.exe

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Re: What are you working on? :D
« Reply #370 on: August 01, 2011, 10:42:18 PM »
Great job on this AI by the way, this is your best AI to date for sure.  It's giving IAI a run for its money.. :>

One of these days you are going to produce an AI that can beat IAI.  There are inefficiencies in the IAI code, and not-so-smart reactions that it does...  If you programmed an AI that colonises and attacks efficiently to maximise its swarm as fast as possible, coupled with some routines specifically designed to take advantage of weaknesses in IAI, I have no doubt you would be successful in defeating it.


But for now, IAI v2.3 remains the deadliest AI for Eufloria... :>

annikk.exe

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Re: What are you working on? :D
« Reply #371 on: August 01, 2011, 10:45:05 PM »
Well you can test what GetFaction(1,2).r is, then test if GetFaction(2,2).r is nearby this value... if they are similar, test empire 3 instead.  Keep going until you find a markedly different value... lets say you discover empire 5 has a much different colour... then you simply make the enemy as Empire 5.  Voila; automatic contrasting empire colours.  :>

Quote
BTW: The starfield ain't checking asteroid on the map I have :/

Any reason for that?

What are you trying to do?
What is going wrong?

Aino

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Re: What are you working on? :D
« Reply #372 on: August 01, 2011, 10:50:26 PM »
Uhhmm, I'm making my map, I haven't changed very much of it(especially not the core(engine)) but it won't hide stars behind the asteroids on the map.Though I'm using ScreenDraw() version, not LevelDraw()!

Should I PM you the map? It's pretty long, thanks to my Map Editor >.< (it's useful though :))

annikk.exe

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Re: What are you working on? :D
« Reply #373 on: August 01, 2011, 10:51:11 PM »
By the way, your AI is managing to plant trees on asteroids owned by my AI...  I had that bug with my AI for a while but it seems like it's yours doing it now?  Not sure...


For the Starfield engine, make sure you are declaring the number of asteroids.  Make sure the engine is being run in a loop.  Etc.  :>
Yeah PM it if you can't fix it on your own.

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Re: What are you working on? :D
« Reply #374 on: August 01, 2011, 10:56:10 PM »
Wait... is it planting on and asteroid that is not barren? o.O
It should be able to plant on an enemy asteroid aslong as there are no roots! Else, it must own it itself! Look at the code, it's clearly stated inside. I'll have to take a look now though :)

I'll see if I can fix the problems, but what do you mean by setting the amount of asteroids? And it's running in a loop, else it wouldn't show up at all :P

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Re: What are you working on? :D
« Reply #375 on: August 01, 2011, 10:57:55 PM »
I figured out by thinking, I decleared it before setting the asteroids(init)! Derp...

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Re: What are you working on? :D
« Reply #376 on: August 01, 2011, 11:02:55 PM »
Works now :)

Soon this map will be released... Need some beta testers first though o.O

annikk.exe

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Re: What are you working on? :D
« Reply #377 on: August 02, 2011, 12:03:03 AM »
I've thrown together a more natural, organic level for the AI's to fight on.  :>

This is a better test of things like choice of asteroids to conquer.. :>  It's not so linear, so the AI's have the potential to make decisions about which asteroid is nicest and colonise that one first.

Aino, have you tried making one of the stars move? :>  Have you tried making it come up in front of the asteroids, and close to the camera?  Awesome effects possible that way, maybe nice for an intro or somesuch.. :>
« Last Edit: August 02, 2011, 03:04:06 AM by annikk.exe »

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Re: What are you working on? :D
« Reply #378 on: August 02, 2011, 12:11:27 AM »
I use the come into the screen thing(it's awesome!), but IDK how to make stars move D:

BTW, my AI doesn't pay attantion to attribs yet D:

Gonna make 'em! V 1.01 coming up then I guess :)
« Last Edit: August 02, 2011, 03:10:20 AM by Aino »

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Re: What are you working on? :D
« Reply #379 on: August 02, 2011, 12:48:39 AM »
Mehh, I'll do it once I find a proper and good way to do it. I really want it, but I don't want to ruin the AI D:

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Re: What are you working on? :D
« Reply #380 on: August 02, 2011, 02:30:40 AM »
EDIT2: Removed complaints. Thank you Aino.

EDIT1: Also, thinking of writing my own AI sometime soon. I really want to get back into the Eufluaria stuff, but I have quite a few commitments atm. My early-summer job contract runs out this week though, mixed feelings about that. Stupid college essay is less work now, only 1500 words, rather than 5000, provided I produce an 'artefact' to go with it. Programs are acceptable, so I'm self-teaching Java. My li'l brother wants me to teach him to use Unity and/or Java. So much for a holiday.
« Last Edit: August 02, 2011, 03:21:33 AM by Pilchard123 »

annikk.exe

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Re: What are you working on? :D
« Reply #381 on: August 02, 2011, 03:03:53 AM »
Ok, did a more awesome version.  Attached.  Also edited my previous post to remove the old version, so there's no confusion.

The starting positions are random; sometimes Infected will start at the top, sometimes it will start at the bottom.

Aino, here is my challenge for you.  If you can make your AI win on this level from BOTH starting positions, and played out at normal speed, I will concede it is better than Infected.... and make an Infected AI v3.  :P

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Re: What are you working on? :D
« Reply #382 on: August 02, 2011, 03:10:01 AM »
Which word? I removed the swear :)

annikk.exe

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Re: What are you working on? :D
« Reply #383 on: August 02, 2011, 03:13:54 AM »
I use the come into the screen thing(it's seeding awesome!), but IDK how to make stars move D:

Ok, what you do is you set a new 3D position for a given star ID.
A star's 3D coordinates are expressed like this:

Code: [Select]
SetStarX[starID] = X coordinate of the star
SetStarY[starID] = Y coordinate of the star
SetStarZ[starID] = Z coordinate (positive is behind asteroids, negative is in front of asteroids)

So supposing you want to make star ID 5 your "dancing" star. :>

Do something like this:

Code: [Select]
SetStarX[5] = math.sin(GetGameTime()) * 500
SetStarZ[5] = math.cos(GetGameTime()) * 500

Just make sure that code is run inside a loop in your function levellogic() and now star ID 5 will be moving in a circle left/right and toward/away from you.  :>
Give it a try man - I'm sure you'll be able to see the possibilities.. :>


Quote
BTW, my AI doesn't pay attantion to attribs yet D:

Gonna make 'em! V 1.01 coming up then I guess :)

Neither does Infected AI.. :>  So if you successfully implement colonisation priorities according to asteroid stats, that's a new weapon your AI will have over Infected.. :>

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Re: What are you working on? :D
« Reply #384 on: August 02, 2011, 03:15:36 AM »
Annikk, my AI will never defeat your AI, it has one more action to do than yours, to discover asteroids! This leads to cruecial loss of seedlings for the AI! And is time consuming!

I can do things to make it almost defeat Infected, but I'll never achieve it with that extra duty(which I'll keep) :P

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Re: What are you working on? :D
« Reply #385 on: August 02, 2011, 03:20:29 AM »
Ah right... yeah, Infected automatically sees any neighbouring asteroids without needing to scout them.  The AIs really need to follow the same set of rules for it to be a fair fight.

Is there any easy way to turn your scouting stuff off, just for this purpose?

Pilchard123

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Re: What are you working on? :D
« Reply #386 on: August 02, 2011, 03:20:50 AM »
Which word? I removed the swear :)

Thank you. I really don't like people swearing where it's not necessary. In fact, if you stop and think about it, it rarely is.

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Re: What are you working on? :D
« Reply #387 on: August 02, 2011, 03:39:45 AM »
Annikk, replace this with the ENGINE only!

Code: [Select]
function MAIEngine()

if MAINeighboursSet == false then

if GetGameTime() > MAIGraceTime then

for i = 0,MAINumRoids do

for j = 0,MAINumRoids do

if i ~= j then

local Xd = GetAsteroid(i).position.x-GetAsteroid(j).position.x
local Yd = GetAsteroid(i).position.y-GetAsteroid(j).position.y
local dist = math.sqrt((Xd^2)+(Yd^2))

if dist < GetAsteroid(i).SendDistance+GetAsteroid(j).Radius then

--As a match occours, it will make the asteroid a neighbour so the AI understands it.
MAINumNeighbours[i] = MAINumNeighbours[i] + 1
MAINeighbour[i][MAINumNeighbours[i]] = GetAsteroid(j)

end

end

end

end

MAINeighboursSet = true

end

else

for iteration = 1,MAINumIterations do

local SelRoid = GetAsteroid(math.random(0,MAINumRoids))
local roidid = SelRoid.ID

--SelRoid.Name = "P = "

for CheckedFaction = 1,MAINumFactions do

local faction = MAIFaction[CheckedFaction]

if SelRoid.Owner == faction then

local Tree = SelRoid:GetRandomDysonTree()
local Flower = nil

if Tree ~= nil then

Flower = Tree:GetSuperSeedling()

end

if Flower ~= nil then

Flower:Pluck()

end

local Flower = SelRoid:GetFlower(faction)

if Flower ~= nil then

Flower:PlantOnRandomDysonTree()

end

if SelRoid:GetNumSeedlingsExcluding(faction) > SelRoid:GetNumSeedlings(faction)/4 then

MAIPriority[faction][roidid] = 0

end

if SelRoid:GetNumTrees() < SelRoid.TreeCap and MAIPriority[faction][roidid] > MAINumRoids * 1 then

MAIPriority[faction][roidid] = MAINumRoids * 1

end

if MAIPriority[faction][roidid] == 0 and SelRoid:GetNumSeedlingsExcluding(faction) == 0 then

MAIClearPriority(0,faction)

end

if MAIPriority[faction][roidid] == MAINumRoids * 1 and SelRoid:GetNumTrees() == SelRoid.TreeCap then

MAIClearPriority(1,faction)

end

if MAIPriority[faction][roidid] == MAINumRoids * 3 then

MAIClearPriority(3,faction)

end

if MAIPriority[faction][roidid] ~= 0 and MAIPriority[faction][roidid] ~= MAINumRoids * 1 then

for CheckedNeighbour = 1,MAINumNeighbours[roidid] do

local neighbour = MAINeighbour[roidid][CheckedNeighbour]

if MAIPriority[faction][neighbour.ID] < MAIPriority[faction][roidid] then

MAIPriority[faction][roidid] = MAIPriority[faction][neighbour.ID] + 1

if MAIPriority[faction][neighbour.ID] == MAINumRoids * 1 and neighbour.Owner ~= faction then

if SelRoid:GetNumSeedlings(faction) > neighbour:GetNumSeedlingsExcluding(faction)/1.25 then

SelRoid:SendSeedlingsToTarget(faction,SelRoid:GetNumSeedlings(faction),neighbour)

end

elseif MAIPriority[faction][neighbour.ID] == 0 then

if SelRoid:GetNumSeedlings(faction) > neighbour:GetNumSeedlingsExcluding(faction) then

SelRoid:SendSeedlingsToTarget(faction,SelRoid:GetNumSeedlings(faction),neighbour)

end
else
if MAIPriority[faction][neighbour.ID] ~= MAINumRoids * 3 then

SelRoid:SendSeedlingsToTarget(faction,SelRoid:GetNumSeedlings(faction),neighbour)

end
end

end

end

end

else

if SelRoid:IsBarren() then

if MAIPriority[faction][roidid] > MAINumRoids * 1 then

MAIPriority[faction][roidid] = MAINumRoids * 1

end
else

MAIPriority[faction][roidid] = MAINumRoids * 3

local AssaultArmy = 0

for CheckedNeighbour2 = 1,MAINumNeighbours[roidid] do

local assault_neighbour = MAINeighbour[roidid][CheckedNeighbour2]

if assault_neighbour.Owner == faction then

if MAIPriority[faction][assault_neighbour.ID] > MAINumRoids * 3 then

AssaultArmy = AssaultArmy + assault_neighbour:GetNumSeedlings(faction)

end

end

end

if AssaultArmy > SelRoid:GetNumSeedlingsExcluding(faction) * 2 then

for CheckedNeighbour2 = 1,MAINumNeighbours[roidid] do

if MAINeighbour[roidid][CheckedNeighbour2].Owner == faction then

if MAIPriority[faction][MAINeighbour[roidid][CheckedNeighbour2].ID] > MAINumRoids * 3 then

MAINeighbour[roidid][CheckedNeighbour2]:SendSeedlingsToTarget(faction,MAINeighbour[roidid][CheckedNeighbour2]:GetNumSeedlings(faction),SelRoid)

end
end
end
end
end

end

if MAIPriority[faction][roidid] == MAINumRoids * 1 then

if SelRoid:GetNumSeedlings(faction) >= 10 then

SelRoid:PlantDysonTree(faction)

end

end

-- SelRoid.Name = SelRoid.Name .. MAIPriority[faction][SelRoid.ID] .. "  "
end
end
end
end

and you have it ignore visability I guess! Gonna test :)

But annikk, when I make movements on the star, they appear in the bottom of the starfield D:

annikk.exe

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Re: What are you working on? :D
« Reply #388 on: August 02, 2011, 03:48:34 AM »
Quote
But annikk, when I make movements on the star, they appear in the bottom of the starfield D:

Not sure what you mean... Can you screenshot it or explain more or something? :>

I'll try your engine update.

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Re: What are you working on? :D
« Reply #389 on: August 02, 2011, 04:02:42 AM »
The movements and all works, but it just appears at the bottom of the starfield!

So, when I do this:

Code: [Select]
SetStarX[1] = math.cos(GetGameTime()) * 75000
SetStarY[1] = Field + math.sin(GetGameTime()) * 75000
SetStarZ[1] = ((math.cos(GetGameTime()/1000) * math.sin(GetGameTime()/1000))/2) * 500000

I find the star wobbling up and down(Z), but it just sticks to the bottom(+ coords) of the starfield!

Hmm, when I set X and Y to 0,0 it works...
« Last Edit: August 02, 2011, 04:15:32 AM by Aino »

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Re: What are you working on? :D
« Reply #390 on: August 02, 2011, 05:15:04 AM »
Fixed it :D

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Re: What are you working on? :D
« Reply #391 on: August 02, 2011, 07:53:39 AM »
Enjoying ? :>

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Re: What are you working on? :D
« Reply #392 on: August 02, 2011, 09:07:28 PM »
Annikk, replace this with the ENGINE only!

and you have it ignore visability I guess! Gonna test :)

But annikk, when I make movements on the star, they appear in the bottom of the starfield D:

Tested this with your engine update last night, Infected still won... though it's close.  They colonise the galaxy at roughly the same speed, but IAI makes better decisions about when to attack, and is able to attack multiple points at once which gives it a unique advantage.

Aino

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Re: What are you working on? :D
« Reply #393 on: August 02, 2011, 09:10:45 PM »
Can you see the new attack method of the Merchants? :)

It's brilliant IMO... And yes, the values for the AI must be changed, you AI don't mind sending 2 seeds to battle where your AI loses 500 v 300, but mine does and gathers up before an attack, though it doesn't count with the existing seedlings of it's faction >.<

I have a lot to fix/polish with my AI, but the ground basics are forged :)

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Re: What are you working on? :D
« Reply #394 on: August 02, 2011, 09:16:33 PM »
Yeah attacks are a lot more effective if a "gather point" asteroid notices an attack is already under way, and doesn't stockpile hundreds of seedlings but rather sends them in a continuous stream to reinforce the attack... as long as it appears to be winning the fight.

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Re: What are you working on? :D
« Reply #395 on: August 03, 2011, 04:58:10 AM »
Does anyone know how an asteroid is reachable? Is it only reachable if the SendDistance of the sending 'roid hits the center of the recieving, or does it only have to touch the edge?

Also, we need less stickies.

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Re: What are you working on? :D
« Reply #396 on: August 03, 2011, 05:21:15 AM »
Waht U mean?
« Last Edit: August 03, 2011, 05:26:14 AM by Aino »

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Re: What are you working on? :D
« Reply #397 on: August 03, 2011, 05:27:22 AM »
I wanna make a game, in C++ or C# or java for that sake :S

I just don't know how to build up the drawing engine x.x

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Re: What are you working on? :D
« Reply #398 on: August 03, 2011, 05:30:12 AM »
Look at the Oracle java tuts. I'm fairly sure I saw a graphics one in there somewhere. You could use Unity, that's partly C#.

Also, never mind about my previous post.

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Re: What are you working on? :D
« Reply #399 on: August 03, 2011, 06:03:33 AM »
Hmmm, Oracle's java tuts are terribly long D:

I tried to read it once(unless I've read something you didn't) and it started with 3 pages(I believe) just explaining why java is good to use and the upsides with it... I wasn't very happy for that to be the first impression and then went to  YouTube, seeing a guy called TheNewBoston making java tuts, I was overly happy and did everything he told(without that time spent I wouldn't have made and AI, DrawText() or GetMouseX/Y()!), but ended up beeing so boring doing all the coding in the end. I wanted to do something more immediat(or do some results) and ended up here, seeing all the posabilities! I started up, doing the map Rings, with a customised normal AI and some cool functions like screen flashing red when attacked. It was pretty basic and everything. I got my attention at Annikk's AI and wanted to write my own, so I started up, I believe I asked many questions to him and you guys just to finish Alien AI! The outcome was better than my hopes, but had a bug with priorities wobbling around, ending up with sending seedlings from one asteroid back to where they come from a long time, untill they hit a priority which would reset them! I fixed that later though! Also, in the meantime of making the AI, taking a slight break from all the problems with moving seedlings and planting trees I made the map Risks, where you couldn't plant trees and captured asteroids by being the single leader of it and gaining seedlings every 4th second! After I finished the AI I did many things, my imagination overloaded! Untill I hit a conversation about a mayor asteroids with small "orbiters". I was imaginating what the outcome was, Solar Conquest. Which I loved dearly(I do that to all of my prj. :P), but actually I never finished the map myself! I got a little tired of the theme "Eufloria" and played alot of other games, among them is Osmos, I began coding a map with moving balls and where you can click to move your own, the basics of Tough Collisions were set. Now I added collision with other balls, colours and everything else you see on the map, I updated the map quite alot(I won't stop either I guess, just need something to add :P) and ended up with nothing more to add! After this I got crazy about AI's again, I made test chambers for AI wars(Alien vs Infected) and ended up with the squarelike map "Square"! I tested Alein vs Normal vs infected (vs player). I released it to the forum, 'cause I guessed other people might enjoy competing or watching them crush eachother! So then, when I saw Infected defeating Alien with no struggle, I wanted to make a new and better AI. Days of struggle, trying to make a new! But all of them failed, I learned alot though. I ended up updating the old Alien AI and made it more careful about stats, priorities and other stuff. Now I tested it, but it didn't win! I didn't bother now, I wanted to make a new map, so I made "The Broken Belt" which I liked alot, since it wasn't so random or simple, it was complex and the same! Nothing changed, NOTHING! It was a release candidate for my new updated AI, so I released it. Then after that I began getting interested in campaign, so I started creating what is now Adventure(NOT RELEASED!) and finished it, though the campaign maps aren't there yet. After that again, I got interested in making an in-game editor, Annikk made one before me(I abondoned the project!) and released AsteroidDesigner, I began edit it like cray, because Annikk made the foundation of a map editor, so I had something to work with! Annikk later released RoidForge, which I liked alot, the display was much cleaner and nicer and I decided to make my own! I ended up taking all of the things you can change(simply) with an asteroid and made it into an editor, released it with a stupid name: RingDesigner! Then I made a new AI, Merchant AI, and with it I made Ring or Corruption! I guess you read the whole thing o.O!




*me thinking after written all of this*: Why did I write that?*end*

Well, thats my story on the forum o.O