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Author Topic: Mod/Sprite Request Topic  (Read 70213 times)
Yard1
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« Reply #915 on: June 09, 2011, 01:31:44 pm »

It's may sound strange, but it would be nice to have a Patapon sprite for Curly, and Zigoton for Quote (Patapons - http://patapon.wikia.com/wiki/Patapon_(Tribe) Zigotons http://patapon.wikia.com/wiki/Zigotons )
« Last Edit: June 09, 2011, 01:34:53 pm by Yard1 » Logged
Lemonade
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« Reply #916 on: June 09, 2011, 02:34:52 pm »

Hm, might take a shot at this then. Would you like them in a 1x1/1x1 or 2x2/1x1 pixel scale ? (compare GG2 characters and chat bubbles)
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« Reply #917 on: June 09, 2011, 02:35:29 pm »

What about a steam punk mod? Top hats. Top hats everywhere.
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« Reply #918 on: June 09, 2011, 05:07:40 pm »

That's a good idea.
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Yard1
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« Reply #919 on: June 09, 2011, 11:39:32 pm »

Hm, might take a shot at this then. Would you like them in a 1x1/1x1 or 2x2/1x1 pixel scale ? (compare GG2 characters and chat bubbles)
Thanks Lemonade, I'm really happy to see somebody is interested. I think 2x2/1x1 scale would be better Wink
« Last Edit: June 09, 2011, 11:40:55 pm by Yard1 » Logged
Lemonade
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« Reply #920 on: June 10, 2011, 05:04:55 am »

Phew, think I got them.

Those were hard to do, because only two colors could be used. Shading didn't really work with the bodies. I feel like the death pose could've been better too. And the arms. And the tribal headdress.  z4

You should probably use the spear for Quote / Curly's swords. Don't know about the bubbles.
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Yard1
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« Reply #921 on: June 10, 2011, 05:45:43 am »

Thanks! Can you send them to me (mediafire, or here)? I tried to make my own Zigoton, but I forgot about arms Tongue I will try to fix some things you said!
« Last Edit: June 10, 2011, 05:53:37 am by Yard1 » Logged
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« Reply #922 on: June 10, 2011, 09:55:18 am »

You can just right click those images and save them on your computer. And to use them in the game you either want to mod the game or port and use vindi's sprite replacing plugin, but I doubt you know how since you're new here...
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Yard1
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« Reply #923 on: June 10, 2011, 12:03:10 pm »

I know about sprite plugin, but when I save it, it doesn't have right size Sad
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Lemonade
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« Reply #924 on: June 10, 2011, 12:13:48 pm »

Oh. Alright, here are the sprites on 2shared then : http://www.2shared.com/photo/N58yJ0Ii/Patapon_-_Zigoton_sprites_fini.htmlz6
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Yard1
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« Reply #925 on: June 10, 2011, 01:07:39 pm »

Thanks!
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« Reply #926 on: June 10, 2011, 01:36:51 pm »

I'm already expecting a negative response but I was pondering about the possibility of adding bots. However, I'm not exactly asking for them, I'm just wondering on how a bot in this game would function like if it were even possible to implement.

The way I see it, there are two different subcategories of AI, one being their movement on maps and the other being their ability to shoot down enemies/support team mates.
For the first part, I acknowledge that making bots is kind of pointless, given the fact that, outside from the main maps, there's countless custom maps that would see no bot support, seeing as you're supposed to manually map the bot's directions and behavior on a particular map. A context sensitive bot, if you will. Although, I was wondering how complex would it be to create basically a way for the bots to notice what kind of terrain lays in front of them rather than which paths he's been created to follow. To make it more clear, the bot "sees" that in front of him there's a staircase, hence he'd adjust his aim, or there's a ledge and he'll estimate if it's safe for him to jump it etc. Despite the concept being rather simple, I know that there's technical difficulties that basically can cock block developers real hard while trying to do even something as simple as teaching the bots where's the intel, but I don't know, I might be wrong. I'll just wait for your response.
For the second part, I don't think setting aimbots for the dummies is impossible. The problem is that the bots should respond to the enemy with a random chance system, to give a sort of "realistic" approach to the battle. Maybe filtered by a difficulty setting, too. Basically, it could use a certain X% of probability for the bot to shoot slightly off and barely miss (or partially hit, if it is using a weapon with bullets that spread around) the player and the opponents in general, and another Y% of probability of his shot being completely off target. Then again, I'm guessing this is something that can't be done with a mere Game Maker.
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Orpheon
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« Reply #927 on: June 10, 2011, 01:55:29 pm »

I'm already expecting a negative response but I was pondering about the possibility of adding bots. However, I'm not exactly asking for them, I'm just wondering on how a bot in this game would function like if it were even possible to implement.

The way I see it, there are two different subcategories of AI, one being their movement on maps and the other being their ability to shoot down enemies/support team mates.
For the first part, I acknowledge that making bots is kind of pointless, given the fact that, outside from the main maps, there's countless custom maps that would see no bot support, seeing as you're supposed to manually map the bot's directions and behavior on a particular map. A context sensitive bot, if you will. Although, I was wondering how complex would it be to create basically a way for the bots to notice what kind of terrain lays in front of them rather than which paths he's been created to follow. To make it more clear, the bot "sees" that in front of him there's a staircase, hence he'd adjust his aim, or there's a ledge and he'll estimate if it's safe for him to jump it etc. Despite the concept being rather simple, I know that there's technical difficulties that basically can cock block developers real hard while trying to do even something as simple as teaching the bots where's the intel, but I don't know, I might be wrong. I'll just wait for your response.
For the second part, I don't think setting aimbots for the dummies is impossible. The problem is that the bots should respond to the enemy with a random chance system, to give a sort of "realistic" approach to the battle. Maybe filtered by a difficulty setting, too. Basically, it could use a certain X% of probability for the bot to shoot slightly off and barely miss (or partially hit, if it is using a weapon with bullets that spread around) the player and the opponents in general, and another Y% of probability of his shot being completely off target. Then again, I'm guessing this is something that can't be done with a mere Game Maker.

Did you ever hear of the Tempest Bot? I know it's not on the front page anymore because I haven't updated it in ages, but I already made pretty much what you're suggesting.
Right now I'm trying to make it independent of the player; you can a lot of bots per server. Look at the help thread for more info.
The aimbot as of now has no restraint whatsoever. It shoots with as much accuracy as possible, and for example the Rocketman isn't bad at all.
I did include a noding system, but I hated it and now tried more and more to get map-independent.

The version avaidable for download is old and buggy as shit. Give a few weeks or something until I can update it.
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« Reply #928 on: June 10, 2011, 02:32:50 pm »

That is quite interesting indeed. So which one of the two ways of making them move did you opt for?
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Orpheon
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« Reply #929 on: June 10, 2011, 02:39:56 pm »

That is quite interesting indeed. So which one of the two ways of making them move did you opt for?
At the beginning, because I thought it was easier, I noded a few maps by hand and let it run through that.
Then I saw that was just a bit harder making it see for itself, and that nodes were very bugprone. Plus, they were inflexible.
So I more or less converted to the other variant, by the logic of: if wall in_front and wall_high = reverse direction; if only wall_in_front jump; etc..
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Death is a disease. Cure it.
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