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Post by OddChild on Jun 17, 2007 5:46:20 GMT -5
it would be neat if someone how baddies could be placed via the mapbuilder... with a simple AI. i would imagine that nintindo wouldnt hardcode each of those guys Would be handy. Been having some fun with it... ;D
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Post by OddChild on Jun 17, 2007 6:17:43 GMT -5
also.... it would be nice if the maps could be password protected
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Post by OddChild on Jun 17, 2007 7:40:51 GMT -5
* for the baddie placement... it could generate some code... that would be included into the final game. etc...
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Post by Guilect on Jun 17, 2007 9:07:59 GMT -5
AI can be simple such as random movement of a character (pac man or mario brothers). The object moves in a direction until it hits something and then it moves in some other direction. AI can be very complex (Quake, Halo, Medal of Honor). In my Tank demo (http://brutus2d.proboards44.com/index.cgi?board=showcase&action=display&thread=1171118274) I had the computer controlled tank randomly travel around the playing field and track and fire at the players tank. This took problably no more than 6 lines of code to do. But Ai can mean soooo many different things. Does AI mean something follows you (flocking), avoids you (fleeing), mirrors you, only goes after you if it has line of sight, only goes after you if you make a sound to get its attention, and on and on. AI in the better games is usually a script that defines the actions of a enemy. Off the top of my head, it might be rather easy to add external scripting to B2D for just such things. These external script files could be used for triggers and behaviors of enemies. These scripts could be mod'ed by your game's end user to make their own AI or whatever. Let me think about it. Built-in system of AI: I am concerned that any built-in system would be restrictive in what it did compared to what people want and no one would end up using it and just code their own AI for their particular need. For now in B2D, declaring a class (for example, Class Enemy) and defining the enemy's properties and behaviors is the way to go. Then for each enemy you just set them to this class. Maybe we can ask U9 to throw together a little example of this. He is good at using classes and has helped out before with small example programs. You asked about having the maps be password protected. Is this so that the game user can not get to the next map with out a password? If so this can be done in your code. If you mean password protect a map so that another developer with B2D can not load it into BrutusMap, then I would need to change how B2D handles maps. (But hopefully no B2D developer would steal a map from another)
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Post by OddChild on Jun 17, 2007 9:14:42 GMT -5
It would be nice to be able to keep passworded maps from people editing them... Via going in with brutus and changing the map... This would protect it from being opened in the map editor. Should be an optional thing...
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Post by u9 on Jun 17, 2007 16:40:32 GMT -5
It would be smart to encrypt maps so the player cannot change it. (note: u9 never uses maps though). Placement of baddies: It would be nice, but actually you already have this ability. Let me explain. You just mark the tiles you want with some attribute. Then when you load the map in your game you search the entire map and place baddies there where you find the attribute. You cannot define any AI this way though Maybe I can make some demo some day
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Post by OddChild on Jun 17, 2007 16:42:10 GMT -5
ah that is a good idea. i was just thinking it would be neat to be able to do some coding from the map... but have the option to place baddie.. and it would generate code.. your idea works too... however i am not sure how to do it... been working on another project, so just been working on the map games every now and then.
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Post by u9 on Jun 20, 2007 13:09:48 GMT -5
I just got an idea for protecting the maps (only from the player though). You can encrypt your map files and then have your program load these encrypted files, decrypt them, write the decrypted map to the temporary directory, and then calling mapload() on these temporary files. Then when the player exits the game, you can delete these temporary files again All you need to do is make an encryption program for encrypting your maps, and a decryption function to use inside your game It is easier then you think ...
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Post by Guilect on Jun 20, 2007 13:56:51 GMT -5
How about this :
when you save a map in brutusmap it is always saved encrypted; that is the default. B2d always decrypts the map as default. e.g. MapLoad \"myMap\" The encryption in something that I come up with. This always keeps players from changing the map.
Optionally: You can save a map from brutusmap with your own key. B2d would have an optional parameter on the Mapload command to accept your key in code. e.g. MapLoad \"Mymap\", \"foobar\" This keeps developers from changing your map
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Post by u9 on Jun 20, 2007 16:25:19 GMT -5
Will existing code work?
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Post by u9 on Jun 20, 2007 17:48:11 GMT -5
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Post by Guilect on Jun 20, 2007 19:49:26 GMT -5
It should work with existing code. You would just have to re-save your maps with the newest edition of the tilemap editor so that they would become encrypted.
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