Cybearg Posted June 20, 2013 Share Posted June 20, 2013 If I may make a suggestion, perhaps try to vary the difficulty by varying the way that the different AI operate. For instance: A charging enemy. Currently, it seems the enemies all move towards the player by dividing the distance between the two. Maybe have an AI type that, instead of dividing the distance between the AI and the player, have the AI copy the x and y location of the player into variables, then rapidly divide the distance between the AI and that x/y location. Then, if the player didn't keep moving, they'd get rapidly overtaken. Best to do this after a few seconds, so the player has a bit of a chance. Or maybe an AI that fires a fast shot at the player? Basically the same as the charging enemy described above, except a missile would charge towards the player instead of the AI, allowing the AI to continue to hone in the way all the other AI do. Does that make sense? And I'm sure there are other types of AI that could be added, though the charging/shooting just seemed the most obvious off the top of my head. Also, I'm still not sure I understand what the player sees upon dying. What is it supposed to be? Quote Link to comment Share on other sites More sharing options...
Cybearg Posted June 20, 2013 Share Posted June 20, 2013 Yep, the rooms are always random. The mansion is cursed after all. It does everything it can to stop you from leaving. Okay, I'll speed up the guy a bit in the next release =) If you speed up the guy, don't you kind of negate the point of having just made the enemies faster? I suppose that it could be more of a reflex challenge rather than a slower, strategized leading the AI around in circles to find a way past them, but be careful. If the player moves too quickly, it may mean that each room is being beaten in only 3-4 seconds instead of the 8-12 or so it can currently take (just a guess). If the rooms are beaten too quickly, the sheer quantity of rooms may begin to become tiresome faster. IMO, better for each room to leave a lasting impact. I thought the timing on your 7 enemies bin (that is, the amount of time it took to beat a room) was about perfect. Maybe it's good in the 0.5.1 one as well, but since the enemies are faster, they would pinch me in much easier and I found it difficult to lead them around the way I had in the past, so I started just entering a room, seeing if it was "beatable," then walking out and trying another randomized room if it looked too difficult. Also, the collision detection still needs to be redone, unless it's intended that touching a wall often sends you flying around the room, often right into enemies. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 20, 2013 Share Posted June 20, 2013 Nice work, my friend! Did you notice that there is a safe zone to the far right-hand side? No ghosts can touch you if you stick to the far right walls.. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 20, 2013 Author Share Posted June 20, 2013 Good points Cybearg. I'll see if I can do some variety in the AI. And yes, I need to remake the collision detection. The gameover screen is supposed to be the face of a ghost. I'll remake it into something better. Thank you theloon. And yes, I know about the safezone. It's a bug, and I don't know how to fix it at the moment. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 20, 2013 Author Share Posted June 20, 2013 Hm, I'm thinking of making the walls deadly, like in Berzerk. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 20, 2013 Share Posted June 20, 2013 Hm, I'm thinking of making the walls deadly, like in Berzerk. Should make that something you can toggle with the difficulty switch, bro. Quote Link to comment Share on other sites More sharing options...
Cybearg Posted June 20, 2013 Share Posted June 20, 2013 Hm, I'm thinking of making the walls deadly, like in Berzerk. Is this to avoid the need for collision detection? Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 20, 2013 Author Share Posted June 20, 2013 Hehe, yeah. Had an idea that a hand could come out of the walls, grab the player and pull him in to his demise if the player touched the walls Quote Link to comment Share on other sites More sharing options...
Cybearg Posted June 20, 2013 Share Posted June 20, 2013 I'd say work on getting good collision detection, but keep that great hand idea for a few rooms. Maybe have it happen at random. Just make sure to telegraph that the walls are dangerous--maybe have the hand skirt the walls, following the player, to give the player an idea to keep away. Quote Link to comment Share on other sites More sharing options...
Dan Iacovelli Posted June 20, 2013 Share Posted June 20, 2013 the hand idea reminds of hand of faith that used inthe game they had baman the animated series show Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 20, 2013 Author Share Posted June 20, 2013 (edited) Dissabled collision for now. Working on remaking it. In the meantime. What about randomized colors for the ghosts. Yay or Nay? DOWNLOAD - Spooky Mansion V.0.5.2.bin Edited June 20, 2013 by Rabbit 2600 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 20, 2013 Share Posted June 20, 2013 How would you like if some of the enemies had colors randomly selected each time you encounter them? Only if they did something different when coloured differently Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 20, 2013 Author Share Posted June 20, 2013 Gonna see what I can do about the AI =) Quote Link to comment Share on other sites More sharing options...
Bakasama Posted June 20, 2013 Share Posted June 20, 2013 This kind of reminds me of Haunted House, except with bigger rooms. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 21, 2013 Author Share Posted June 21, 2013 Yeah, Haunted House is a major inspiration for this game =) Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted June 21, 2013 Share Posted June 21, 2013 It's coming along really well. I love how you exit a mansion and enter another. My only complaint right now is cheap deaths. No matter how careful I am, eventually I will exit a room and appear right on top of a ghost/monster in the next room. You'll want to make sure that the enemies aren't allowed to appear in the same place that you appear when changing rooms. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 22, 2013 Author Share Posted June 22, 2013 Thanks for the heads up. The next release will have that fixed. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 23, 2013 Author Share Posted June 23, 2013 Doing a good collision detection was trickier then I thought, might take a while untill the next update. Quote Link to comment Share on other sites More sharing options...
Cybearg Posted June 23, 2013 Share Posted June 23, 2013 Yeah. It's made extra-complicated because the math to match whatever possible pfpixel may be blocking the player can be confusing and tricky, or at least that's speaking from my own recent experience which still doesn't quite work right. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 23, 2013 Author Share Posted June 23, 2013 Yeah, a bit to tricky for me at the moment. Quote Link to comment Share on other sites More sharing options...
Bakasama Posted June 23, 2013 Share Posted June 23, 2013 The only problem I have with the AI is that all the ghosts just move towards the player. Maybe you should have one ghost just move in a pattern and the rest gunning for the player to make a little more interesting. Quote Link to comment Share on other sites More sharing options...
Der Luchs Posted June 23, 2013 Share Posted June 23, 2013 Great work till now Rabbit! Quote Link to comment Share on other sites More sharing options...
Fothlyrdrag Posted July 9, 2013 Share Posted July 9, 2013 Dissabled collision for now. Working on remaking it. In the meantime. What about randomized colors for the ghosts. Yay or Nay? DOWNLOAD - Spooky Mansion V.0.5.2.bin This is getting awsome!!! but ive noticed somthing that i ran into in my game, in the multisprite kernel player0x is actually -8 pixels or so, an easy fix is to make a variable=player0x+8! If you stand to the right of the ghosts they never hit you. by adding the variable it fixes it Quote Link to comment Share on other sites More sharing options...
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