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Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Fri Jan 27, 2012 9:41 pm
by Fojam
thats what i was thinking but then i thought that he might automatically move back if hes hurt and is flying, or if hes jumping he might not hit it.

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Fri Jan 27, 2012 9:59 pm
by Hblade
hmm... good point. DX You could try 2 different wireframe actors when he collides with them he moves in the opposite direction.

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Sat Jan 28, 2012 4:21 pm
by Fojam
ok i figured it out. I will add no follow zone actors as filled regions, and when player 1 enters that, a variable called noFollow will turn on and the cpu player will recover if he also is in the no follow zone. if the cpu is not in the no follow zone but player 1 is in the no follow zone, the cpu will turn toward him and use his projectile attack on him.

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Sat Jan 28, 2012 7:36 pm
by Hblade
Genius :D

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Sat Jan 28, 2012 7:47 pm
by Fojam
thanks

by the way i seem to be having trouble implimenting my camera tool. There is a problem where the camera shakes when you hit the edge and im not sure what the issue is.

if someone could please check this out and see what i missed that would be great. the file that has the problems with the camera is the groupmode file
http://dl.dropbox.com/u/8500676/iSSB%20 ... source.zip


Edit: after testing a few times to try to diagnose the problem, it seems that it isnt consistent. sometimes it will happen and sometimes it wont. im not sure what that means, though

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Sat Jan 28, 2012 8:17 pm
by Hblade
Odd D:

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Sun Jan 29, 2012 2:23 pm
by Fojam
beginning work on smash attacks and final smashes right now.

how do you catch a shake in the accelerometer?

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Mon Jan 30, 2012 11:48 pm
by Hblade
Dunno o-o

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Tue Jan 31, 2012 12:56 pm
by Fojam
ok well whoever can help me here, i have 2 questions

how do i catch an accelerometer shake?

im programming the smash ball. how do i make it move around randomly without having to make 50 random paths?

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Sun Feb 12, 2012 6:14 pm
by Fojam
ok its a while, but i have been working diligently on the AI and im proud to say it is coming along fairly well.

My hope is that i can have this game mostly complete by the end of this summer

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Sun Feb 12, 2012 6:43 pm
by Lacotemale
im programming the smash ball. how do i make it move around randomly without having to make 50 random paths?


Sounds easy to me... have 2 variables "numX" and "numY". Have the number be generated inbetween start of X to end. (do same for Y) ((end being the end of the screen res))

Have another variable ... positionXY for example. Have it like:

positionXY = (numX,NumY);

Use a the GE function to move your ball to positionXY. :)

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Sun Feb 12, 2012 7:22 pm
by Fojam
sounds like a good idea. just need to make it between a range so it seems like its moving somewhat smoothly

also if anyone wants to look at some of the sprites in the data folder of the smash bros ged and improve upon them, feel free.


Edit: just uploaded latest source and exeutable to dropbox. this update includes AI and a few other things

executable:
http://dl.dropbox.com/u/8500676/iSSB%20executable.zip

source:
http://dl.dropbox.com/u/8500676/iSSB%20Source.zip

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Mon Feb 13, 2012 9:15 am
by skydereign
To catch a shake you'd have to use the getAccelerometer function. All a shake is would really be a large difference between any/all of the three values of the vector returned by the function. The one trick required is to be able to compare the previous vector with the new vector. To do that just create a global vector that is updated to the current vector after you're done comparing what you need to. In this example old_v is the global one.
Code: Select all
Vector new_v = getAccelerometer();

if(abs(new_v.x-old_v.x) + abs(new_v.y-old_v.y) + abs(new_v.z-old_v.z) >= 0.8 ) // adjust the value as you see fit in testing
{
    // shake occured
}
old_v=new_v;

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Wed Feb 15, 2012 12:50 am
by Fojam
ok thanks. i wish there was an event for accelerometer shake but oh well.

also if someone wants to take the AI code i made and edit it for their own game, feel free

Re: Super Smash Bros. for iPhone (WIP) (other help appreciat

PostPosted: Sat Feb 18, 2012 4:56 pm
by Fojam
Im going to take a break from posting updates for a little while. the drobox source and executables will be updated every so often, but i dont really need to write a changelog until later in development.

Next time i post an update, it will be as a new topic in game demos, and there will be atleast 4 playable characters, a smash ball, and a working time limit