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starcat
Member Posts: 107
im about to get a mac, and game salad and a developer thing from apple so i can start making games.. before i do this i just need to know 2 things. is it possible to make an Action - reaction situation? like say.. Chess where you move. then the computer moves according to whatever goal? be it kill the king, or 2 ninjas fighting. you move and he moves etc.
and number 2,
Chance on hit? is there a way to add percentages to an item? lets say im making a street fighter type game and a guy has gloves of fire or something. 5 perecnt of the time the enemy will burst into flame..
can these 2 things be accomplished with game salad?
and number 2,
Chance on hit? is there a way to add percentages to an item? lets say im making a street fighter type game and a guy has gloves of fire or something. 5 perecnt of the time the enemy will burst into flame..
can these 2 things be accomplished with game salad?
Comments
BTW, don't pay for the subscription til you're almost done with a game. At least wait to you learn GS, see if this is something you really want to do, etc. Also, you'll need an ipod touch (2nd gen or newer) or other ios device to test your games on.
EDIT: Oh, and good luck!
One thing I would say, it's great you've got ideas bursting out of you and much enthusiasm but try not to run before you can walk! Maybe go through every single one of the GS Help files, as well as tshirtbooth's brilliant series of tutorials + http://gshelper.com/
Not only will you learn a lot but you can keep an eye out for aspects which you'll need for your particualar game/s. Same with downloading game files that would be relevant to you from the first dialog that opens when GS is first opened (just click the New button). A ton of stuff there and you're bound to find loads that will help, so you don't have to "reinvent the wheel" all the time.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
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im not making a chess game i just want to know if i can have an action - reaction system.
lets say i take a step forward.
the computer could take a step back. or forward.. or up. etc.
completely random. i just wanan sure it can be done before dropping almost 1000 bucks
if game.MoveRight is true - moveRight is a custom attribute, and you would have to decide how to trigger it. finger on screen, tilt, button press
interpolate position to self + 100 - this should work, but it might need to be tweaked
change attribute playerMoved to true - this is a custom attribute to track when the player's turn is over
then on the bad guy
if playerMoved is true - if player's turn is over
change attribute enemyMove to random(1,4) - this will generate a random number 1-4 for the enemies move
if enenyMove is 1
move up
if enemyMove is 2
move left
etc....
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To use mathematical equations and lines of code to make an enemy appear as human as possible is a daunting task.
Most coders and developers use triggers or "IF" statements (Rules in GS) to make enemies appear to be intelligent and do things to kill the player. But even with all those, it's still very difficult.
Most players don't realize that enemy AI, even in it's simplest forms (i.e. shoot player when player is in range) is still an incredibly difficult task to accomplish, then you want to include the enemies moving around? Whoa. Things are getting out of control very quickly!
It can be accomplished, but will require much thought and thinking on this one.
Good luck! (We're here to help you along every step of the way!!)
A chess game will be very difficult with GS at this point.
i talked to someone lastnight and he gave me some examples of things you can do with movement.
lets say i have my guy and im fighting a archer.
you can program the archer to stay at range because he wants to use his bow.
so every time i move twords him. theres like a 75% chance he will move away from me. and sometimes he might move up or down or diagonal or twords me. and when hes in range he will fire his bow.
lets say i get close and hit him with my sword.. it hurts him.
so when life < 30% or whatever, he begins to run away, so the getting to range no longer becomes the priority, now the priority is escape because his life is under the threshhold.
i know i have to start thinking in "IF" scenarios. now.
im just thinking about how one behavior overrides another.