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Dragonball Budokai Warrior

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Post by InfinitasImpetum Tue Aug 15, 2017 10:47 am

this is my other project, its not mecha or gundam related but you should be able to add gundams into it.   this game supports modding.  even now the progress that has been done has the mod system in place.  this is built on a custom engine using only sfml. i am planning to add another library for encrypting images to protect users sprite work.



this is the last vid i did.  since then i added the char picture, health bar and ki/energy bar.

if necessary i can make a modified version of this engine for sd gundam sprites.

i have several tools made for this engine already.
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Post by Endymion Wed Aug 16, 2017 8:27 am

It is extremely nice looking. These 2D games always had a place in my heart, and Dragonball always lacked this genre with the exception of MUGEN. I hope you make your way forward with this game, as well seeing the GT characters later. Smile
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Post by InfinitasImpetum Wed Aug 16, 2017 12:10 pm

i almost had combat in. until i realized the collision code i wrote failed.

the game has mod support so anyone can add there own characters.

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Post by Endymion Thu Aug 17, 2017 9:52 am

Well even if there is no collision it isn't a big deal. It could be used as part of the combat since it makes you able to dodge from very close range, much like in some chases during the Buu fight in the show by simple moving forward.

I respect your effort for making all your games very modder-friendly.
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Post by InfinitasImpetum Fri Aug 18, 2017 7:33 pm

I got the collision code to work. i managed to implement separated axis theorem so i can adapt it for more complex shapes later if needed.



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Post by Endymion Sat Aug 19, 2017 8:15 am

Looks good.
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Post by InfinitasImpetum Sun Aug 20, 2017 2:39 pm

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Post by Endymion Sun Aug 20, 2017 7:34 pm

I wonder how many different attacks a character will have. The hard part of programming an AI is to make him able to decide what attack it should use and when. The more attacks a character have the more option the AI can consider using.
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Post by InfinitasImpetum Sat Aug 26, 2017 8:40 pm

Endymion wrote:I wonder how many different attacks a character will have. The hard part of programming an AI is to make him able to decide what attack it should use and when. The more attacks a character have the more option the AI can consider using.

AI is just a chance value picking what AI pattern to do.  a AI pattern is a combo or any thing AI would do. there is also distance range from opponent when the AI Pattern can be done.
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Post by Endymion Sun Aug 27, 2017 7:13 am

Basically yes but there are other possible strategies players using often. The one thing I think on is the delay. You launch an attack that may not have enough range but you expect the opponent to close the distance till the attack is out. It isn't an important thing but it makes the AI more humanlike.
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Post by InfinitasImpetum Thu Aug 31, 2017 9:29 am

later on, i might improve the AI so behavior patterns are categorized between combat and movement.

for now random is a good starting point.
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Post by Endymion Thu Aug 31, 2017 1:45 pm

Yes, it was good for Windom XP since 12 years (if I count Bootfighter also, which features the same AI system), it will be good for this game for a year too till you develop the advanced one.
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Post by InfinitasImpetum Tue Sep 12, 2017 1:52 pm

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Post by Endymion Tue Sep 12, 2017 6:22 pm

Quite a large update. I guess there is no blocking yet because neither the characters tried to block.
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Post by InfinitasImpetum Thu Sep 14, 2017 7:26 pm

AI might not block at all.  it might use a aggresive method of doing things aka constant attacking.

thats why i am adding combos to unleash special attacks too. in addition to holding charge down and pressing a button.
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Post by Endymion Fri Sep 15, 2017 7:44 am

That's sounds good. Maybe some of the special attacks could grant dodge during startup, then the block is not neccessary.
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