[XP] Blizz-ABS

Started by Blizzard, January 09, 2008, 08:21:56 am

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Blizzard

Maybe it some other event that's interfering or some other script. Make a small demo of your game with the problematic maps, upload them at sendspace.com and post a download link here. I'll take a look at it.
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Aqua

Bug:  Hotkey 0 doesn't show the icon of the equipped skill/item.

Also...
Would it be possible to have

explosions to not affect the type of battler that used it (Player can't hit self or allies)
exploding projectiles explode when the max ranged is reached even if it hit no target
user-influenced projectile (projectile goes basically straight, but can swerve off its course with the user's input [like Din's Fire from Smash/Brawl])
have projectiles freeze the user until it either hits something or ends
sword type area of effect of projectiles (battler would shoot X arrows that would each hit each of the X squares of the end of the sword range)

Blizzard

November 03, 2008, 06:17:42 am #962 Last Edit: November 03, 2008, 09:46:54 am by Blizzard
I know and I fixed it long ago. This fix will be in 2.0.

Everything else is, of course, possible.

1. I wanted to avoid making that. It's an explosion after all.
2. Will see, because traps have that already.
3. User controlled projectiles, anyone? Do I REALLY have to repeat myself so often?
4. That's dumb and unreal.
5. No. Use a custom animation, that's all you get from me.

Ok, now seriously. There is AT LEAST a trillion of possible combinations of projectiles, affection areas, types, delays, freezing moments and everything else. I am NOT going to implement them. Especially not since not even 1% of the people would use them. Period. I can't possibly implement every stupid idea somebody has. This is a generic ABS. If you want extra mega super duper fancy customized features, make them yourself.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Shadonking

i like the idea of the explosions not damaging the hero, and exploding projectiles would be really cool.





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http://forum.chaos-project.com/index.php?topic=1952.0

Blizzard

November 03, 2008, 09:37:12 am #964 Last Edit: November 03, 2008, 09:44:36 am by Blizzard
ANY skill can explode. And explosions are EXPLOSIONS. They explode. Imagine an explosion hurting just enemies. I mean WTF?! Reality, anybody? Explosions are an EXTRA feature that I added. It was an ADDITION. NOT necessary. Skills can work WITHOUT IT JUST FINE. Now I remember again why I wanted to retire from RMXP.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

winkio

Seriously people, he is updating to 2.0 just to put in the BASIC ALLY AI.  Don't bother him with extra stuff.  Bugs you can post, but don't ask him to revamp the system!  If you want extra features, add them yourself.  If you can't, ask someone else to make an add-on, but NOT BLIZZARD.  Do you even want him to release the next version soon or not?  The more crap you pile up on him, the longer its gonna take.  And I for one really want 2.0, so stop being so bothersome. >:(

Shadonking

November 03, 2008, 12:10:35 pm #966 Last Edit: November 03, 2008, 12:13:08 pm by Shadonking
i was just saying :<_<:

and i wasnt saying that he should put them into v2.0 just that i think they would be good to have.


any way sorry blizz if i annoyed you.





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Aqua

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3.  This might not be considered a user controlled projectile depending on how you'd define user controlled projectile.  I thought that a user controlled projectile will always face the direction that the user presses.  What I meant by user influenced projectiles is that if the user shoots it right, it will go right, could move up or down when the user's input, but can never move to the left.

4.  This could be used as a channelling of a spell projectile, preventing the user from moving.


I know that 2.0 was just basic ally AI and that other new features were gonna be implemented in 2.X.  I was just suggesting some features

Blizzard

3. I'm not gonna add it.

4. Charging skill, frame penalty, anyone?
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Aqua

*face palm*
And here... I always thought frame penalty only affected the time that the skill could be used again.  Oops

legacyblade

November 03, 2008, 06:31:35 pm #970 Last Edit: November 03, 2008, 06:34:08 pm by legacyblade
Oh noes, all the requests have angered the blizz. I noticed one thing, though. If you learn to work with the system, just like in other ABS's, you can do just about anything with blizzABS. There is one thing that I found: common events and animations. If you know how to make animations, you could theoretically stick a bunch of sprite poses in it. I haven't experimented much, but if you combine that with the delay time for a spell, you could make a charging pose via animation, then a sequence of poses within the animation. Using this strategy, you could get all the graphic immersion you need!

That's more than any other ABS. The sheer functionality of blizzABS' system can easily pwn any ABS out there without lag. And with some intuition on our parts, we can match the graphical immersion of the rival ABS (you all know which one I mean).

Anyways, let's leave off the feature requests, lest we scare blizz away before he finishes the ally AI!

winkio

ah yes, good old common events.  Easiest way to customize every last piece of the battle system you will ever want.  You could make the hero do backflips in between shooting user-controlled fireballs of increasing size and power if you wanted. :P

legacyblade

Exactly. Though the sprite handling does get in your way, at least it HAS advanced sprite handling, and you can just get away with animations (and possibly giving the actor a dummy graphic)

Blizzard

Finally somebody figured it out. xD To tell the truth, I'd love to create a generic sprite handling system that can easily support visual equipment, generic projectiles which can have custom movement routes, custom affection areas which you can put together yourself and custom alignment allowing you to create different groups ranging from enemy over neutral and ally to guard and NPC. And all you need is the config app where you have a nice interface provided for that. But to make this work is complicated. Not the generic system is, a good interface in the config app and a well thought presentation of the configuration in the script.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

legacyblade

I think that the best thing to do would be a "custom sprite handeling button" wherein it'll call a common event when activated. So that multiple actors can use the same sprite, provide script utilities to make use of your sprite handling in it (aka, a script call that will change to (character_name)_Dark_Flame_Charge.png, but not animate unless commanded to change poses with other commands (maybe add an argument so we can specify exactly which pose in the sprite to switch to). True, that wouldn't be as easy as all the other configs, but just think about it as a system overide with a few utilities for advanced users.

But I want ally AI first :P

Galatea

Thats all we want. 2.0  :evil:

Sin86

I noticed something very strange. This isn't an error message but it's very weird. On my computer, I can use the ABS quite well but on my friend's laptop, I was using the ABS there and things lag alot. Like for example, the K button is the main attack button and usually when I press it, it works very well but on that laptop it took me 3 presses to execute that move. Same goes with the Enter button, the J, the I and so on. I mean, I can hold them down for 3 seconds but thats pretty much it.

legacyblade

Oh, I found a very minor bug. Actors that are animated (you know, the animated actors array) don't animate when you're using the turn button. Very MINOR bug, but since I found it, might as well point it out.

Blizzard

I'll fix it.

@Sin86: That's weird... In any case in 2.0 I will try to reduce the lag created by character sprites of enemies. There was an issue with animations and I had to avoid it by adding a second sprite for each character. =/ I will try to find a more sofisticated solution with offsets if anyhow possible. This will cut the required CPU time for the sprites in half.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Hellfire Dragon

November 09, 2008, 09:25:37 am #979 Last Edit: November 09, 2008, 09:29:13 am by Hellfire Dragon
Some people said that Blizz is working on a basic ally AI but I was looking through the help file for BABS and it says some stuff about allys, 'what allies are capable of' and stuff, but are allies set up for the abs yet? I couldn't see a way to set allies. And on the premenu what does AI Setup do? So can you use allies yet? And if so how do you set them up?