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 Post Posted: July 15th, 2012, 10:10 am 
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Joined: April 22nd, 2012, 12:33 pm
Posts: 1492
Location: Finland
Cool. The music really does make a HUGE difference.

Survived to the end with 80 energy : -D

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 Post Posted: July 15th, 2012, 10:57 am 
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Joined: June 14th, 2012, 5:07 pm
Posts: 399
i think u should check how u handle the scores,i'm getting negative scores and they don't always count,sometimes getting 0 final score.
anyway is a pretty cool game u made :)


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 Post Posted: July 15th, 2012, 11:20 am 
 

Joined: June 21st, 2012, 7:06 am
Posts: 107
Location: USA
viruskiller wrote:
i think u should check how u handle the scores,i'm getting negative scores and they don't always count,sometimes getting 0 final score.
anyway is a pretty cool game u made :)


Hmm, you got a point viruskiller! I limited the score keeping to positve scores for the keep sakes. I'll put that one the next revision, though I don't know exactly how long that might take. :-)
Thanks for the compliment and I am glad you liked it!


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 Post Posted: July 22nd, 2012, 7:16 pm 
 

Joined: July 22nd, 2012, 6:29 pm
Posts: 8
I looked at the game.txt and one of the upcoming features was listed as giving some enemy a roaming factor. (random?) Thinking a good way to implement that would be to give them a starting x,y then randomly select a x++/-- or y++/--, do collision check for changing direction, ie: if x++ last frame && ranIntoSomething then change direction from current x/y ++/--, maybe even add in another random factor to give it the option to select a random change in direction, also a possible AI addon for the baddies would be for them not to get stuck on obstacles when following the player (I can simply place and object inbetween the direct path of me and a npc within their "aggro" range to cause them to run into the box. they will continue to run into the box until I go up or down, effectively allowing me to just sit there whilst they run into an object. Using this same collision check when pc is within an npc aggro range will allow the npc to persistantly follow a pc without their being any obstacle issues I'm thinking.

I'm still on lesson 10, but I've worked on some very basic macro coding for MacroQuest II, a cheating program for Everquest I. I've worked a bit with automating player characters to cause them to play for you while you were away from the keyboard. I once ran into the issue of collisions causing my automation to malfunction. I'm no master coder or anything but I believe that ideal will suffice for this game.


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 Post Posted: July 22nd, 2012, 8:48 pm 
 

Joined: June 21st, 2012, 7:06 am
Posts: 107
Location: USA
Zerkini,

Thanks for the information on the AI and collision testing, I will certainly look into this when I start working on the game again. I also like your ideas on the roaming enemies with or with out random direction changes!

Thanks for playing the game and I hope you liked it.

Natories


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 Post Posted: August 10th, 2012, 2:30 pm 
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Joined: December 31st, 2011, 4:53 pm
Posts: 3514
Location: Japan
Ugh. I deleted them. I also got a pm from this guy so I told him to read the rules and then post his code in a new topic.

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 Post Posted: August 10th, 2012, 3:09 pm 
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Joined: April 22nd, 2012, 12:33 pm
Posts: 1492
Location: Finland
LOL : -P

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 Post Posted: August 10th, 2012, 3:14 pm 
 

Joined: June 21st, 2012, 7:06 am
Posts: 107
Location: USA
:-D Thanks Chili for cleaning up, I kept getting excited thinking that others posted comments on the game ... LOL


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 Post Posted: December 28th, 2017, 1:06 pm 
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Joined: September 14th, 2015, 10:58 pm
Posts: 40
Location: Jena
Nice game, love it. Super clean code too, easy to read.
And you even wrote a story for the game :o

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 Post Posted: December 28th, 2017, 3:05 pm 
 

Joined: June 21st, 2012, 7:06 am
Posts: 107
Location: USA
Thanks, this seemed like so long ago!
I'm still coding, following the lessons and reading post!
It might be a while before I can post anything new.


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