Working on the Ninepatch editor for YoGUI. I'm done for today; tomorrow, all I have to add is the ability to save a ninepatch, and the ability to change the ninepatch on the fly (it's currently only doing that when it loads the texture.)
It has the ability to load an already-ninepatched image or an image that is NOT a ninepatch.
I recorded a timelapse of me doing this for some reason, so I guess I'll be uploading that.
Timelapse if anyone's interested.
(256 colours suck)
Started using the level editor I made earlier for the main menu level on Chairmaggedon. Here is a shitty level behind my shitty main menu. Enjoy the shit.
Obligatory zoomed in screenshot of an execution of our main hero.
Enemies now stop a bit before you instead of face hugging. Also speedup/slowdown modifier to take precision screenshots! ranging from 0.1 speed to infinity I suppose.
Depending on how the priority queue/sorted list is implemented it might have unnecessary overhead. I doubt it would be noticable though.
Is it usual to learn this kind of stuff(backtracking, graphs, trees, dive-et-impera, greedy, etc.) in the third year of high-school? I've talked to some buddies and they said they do these in the 2nd year of college or so.
These are way over my head, the only thing I understood was graphs. Alas, none of my classmates know how to do a "Hello world" program. Just goes to show how good my teacher is.
If you're lucky you find someone who knows and can teach you. Then you teach others.
After a while you start to understand the terminology and the general thinking pattern and can learn stuff yourself.
Or maybe that's just me. I just know it took me ages to figure out flood fill on my own (although I don't know why exactly, it's pretty simple) but when someone explained to me a way more complex algorithm I got it right away.
As far as school goes, you might learn that in college but other than that, you only need it for competitive things so it's not a part of the regular school program.
We're comparing DFS, BFS and UCS (along with several different ways of defining the cost for UCS) by sending them along a tube map.
I was just impressed at how bad DFS' route was. (Though it was interestingly nearly 10 times faster than all the others)
Getting forward with ASDTD, im getting bored of trying to make a good AI to New Lands.
Though this image may not show much, there is still aLOT of new and awesome code beneath it. Such as a working tower system which includes two different turrets now, the Autogun and the Rocketbase, names tell everything. Making new towers is super easy.Towers can be placed on the map by calling one function and giving it the position where you want the tower to be at. There is also a fully working audio system, adding audio is as easy as potato. Just add sounds to a sound bank in XACT. Then save and the audio is in the game, waiting to be played.
Im really proud of the new solutions i have come up with in certain situations, such the audio playing and tower management :)
Also, im having problems with the path generation, so if someone kind would help me at the WDYNHW thread :) http://www.facepunch.com/threads/116...1#post34959623
Has anyone ever had any kind of experience with writing bots for video games?
I'm interested in making a kind of bot that I can get to do whatever I'm interested in. I've got an idea for the AI part of it, but I kind of need help with how to access the game, do stuff in the games etc, all in the background preferably. I'm mostly interested in c++, but if anybody knows perhaps a tutorial or atleast something that will point me in the right direction, I'd be very grateful.
For starting you need to get familiar with game hacking, i recommend an easy fps(call of duty or battlefield) to get familiar with the techniques(such as different ways of hooking, ac bypass, finding offsets etc.)
Writing entirely autonomous bots can get harder depending on how complex the game mechanics are. Interacting with a 3D environment, for example, is probably going to require that you use the game's own methods for visibility/collision checking and pathfinding. On the other hand really simple games like Guitar Hero offer no challenge at all.
I think the most beginner friendly games to bot in are those web mob games. They are usually based on a lot of repeated behaviour and you can easily automate that. They have the added advantage of being easy to interact with.
This requires programmers for consoles to actually interpret input differently than what's provided raw by the hardware. It's sorta lame, but if you think about how most all of the controllers are going to behave the same way, it does only require you to reinterpret input once.
To put this in perspective you guys remember the old Dreamcast controllers?
Yeah, these had joysticks that were actually off by a very specific degree if you pushed forward completely straight. As a result, input had to be interpreted differently somewhere along the line, but today, some emulators for this system don't actually take care of that. Every game you play where you have to move forward for an extended amount of time, you notice fast that you've moving maybe 3-5 degrees off your target path unless the developer took the time to straighten that out.
Any pointers as to where to start specifically? Say I follow Overv's suggestion and start with one of those. How do I figure out what to press, etc? As I assume it's not the as easy as just using PostMessage or SendInput to press the buttons you'd press yourself in a normal game... Or is it?
I'm totally new to something such as this, so far I've been working on making my own games, not interfering with other's.
You could also read the screen as an input, process that and generate keyboard/mouse output.
Which is the hardest bot to detect.
Minimap at 6x size! I bet you can't guess what the colored dots are for.
I was thinking, isn't it possible to make your own graphics library much like OpenGL and DirectX using the OpenCL API? You have access to the generic computing capabilities of the
CPUGPU, so technically you could implement your own rasterizer.