Monday, February 25, 2013

first demo

So I am having some set backs with the size of my room. I want to increase the room size but this affects the mouse_x and mouse_y reading and thus affects the location of the player projectile. For the time being I have the game being played in the default room size until I can remedy this. I made the AI a lot smarter. It now has the ability to take the character the player wants to defend off screen and this can only be stopped by a direct attack. Also when the character the player is defending gets captured it moved to a random instance of the object that captured her. I thought that the instance that captured her would carry her off the screen the same way shooting an instance destroys only that instance of the object. To remedy this I found a function called instance_nearest. I set a variable called nearest to instance_nearest(x, y, obj_entank); x is her x position (horizontal), y is her y position (vertical).
Next week I hope to have the screen situation fixed. It's too small to really create any type of environmental objects to attack so I need to fix this problem. Until then I am going to continue working on enemy AI and getting everything in my code organized because right now it isn't commented very well. To see what I have done so far follow this link and download the game: https://www.dropbox.com/s/hjybycw3svnrh84/War%2B3.exe

W- UP
A- LEFT
S- DOWN
D- RIGHT
SPACE- moves green dot towards your character
R- Reloads
let me know if the link doesn't work!

Monday, February 11, 2013

coming along nicely

So this week I got a lot done.... but I could have gotten a lot more done unfortunately. I had a great time yesterday (Sunday) hanging out with Michele! We got to spend the whole day together since I had off of work. This week's Valentine's Day and I'm really excited. I'm cooking dinner and it's gonna be a surprise!
My game is going along nicely, but like I said I could be further along. I have the AI working pretty well for the Tank enemy. When you get close to the enemy it will start chasing and shooting at the player, taking down 10 out of 100 health as it hits you. Also the enemy starts walking around until the player is within range making hitting them a little harder and giving the enemy a lifelike aspect. All that needs to be added is the code for the enemy to take the character the player protects away.
This week I am going to finish up that part of the AI and add in environmental elements that will help destroy the enemy. I would also like to add in an ammo system so the player has to reload after a certain number of shots. Once that is done I am going to upload the game for everyone who wants to play it. Feedback is highly encouraged when it finally is uploaded.
I keep getting sucked into this game and I love it, but I have other classes that get  neglected when I become consumed with this task. I need to start focusing on studying spanish and biology as well as my internship. Of course Valentine's Day is also an obstacle because I'm going to be spending a lot of time with Michele, but I don't mind that at all

Monday, February 4, 2013

I can save it now!

So this was a great week... how bout them Ravens! Yeah Michele knows Joe Flacco that's pretty cool I thought. She had dinner at his house before. Anyway back to the topic at hand. This week I did a lot of tutorials and I learned a lot about coding in GML. I wanted to learn syntax but unfortunately the guy going through this tutorial is doing it as if the person is actually learning code. Which isn't a terrible thing, but still it's kind've annoying. Anyway I got through fifteen tutorials this week and I did learn a few things that I wouldn't have been able to figure out on my own. For example I learned about controller objects, saving the game for later use, and using the mouse as a way to fire.
This week I'm going to be working on the enemy AI. I am looking into Finite State Machines. FSM's are objects that have 2 different functions. For example a turnstile that you see going into a concert or some sort of stadium. The turnstile is either locked or turning. The only time it is changed is when there are certain conditions are met. For the turnstile it needs some sort of input like the entry ticket or a monetary deposit to unlock it. Then it is able to turn and let you into the event. The enemy will work similarly. They will be walking around aimlessly until the player is within a certain range and is detected by the enemy. At which point the enemy will engage in combat. This will create a basic AI that I can improve upon as soon as I learn more about GML.
I have a lot to do this week for both school and my internship. Other than that I will be able to get everything I need done!