BattlezM
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Post by BattlezM on Jun 12, 2007 21:06:44 GMT -8
This thread give tipz and trickz on how to use AIz in your questz.
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BattlezM
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Post by BattlezM on Jun 12, 2007 21:21:14 GMT -8
Damaged AIz:If you want an enemy grunt, such as a sword, to begin with health lost to make a fight easier, there are a couple of methodz. First you can have an AI of an opposite team begin nearby and start fighting them. This may cause the enemy intended to survive different health levelz and possibly for the other grunt to win, so this method is rather risky. There would also be a goo puddle lying around mysteriously. The other, better, method involvez ranged gruntz. Put a ranged grunt near enough to attack an enemy, but keep him isolated somewhere not to be attacked. Then you need to put a sort of timer hazard to kill the attacking enemy when the grunt you want damaged is at the desired health level. Thingz such as a RB, or a toggling bridge will work well. Gruntz to use (best to worst) - 1)Rockz (recharge time roughly 8000 millisecondz)- rockz have decent attack and are a good grunt to use for a single hit
- 2)Boomerang (recharge time roughly 6000 millisecondz)- Boomerangz have a smaller attack than rockz and are very good for damaging gunrtz
- 3)Gunhat (recharge time roughly 30000 millisecondz)- they deal a lot of damage so be sure not to let them shoot twice
- 4)Spongegun (recharge time roughly 5000 millisecondz)- spongegunz have minute damage, but are good for fine tuning, do not use in a way where the attacked grunt is pushed (you can use an eyecandy solid)
- 5)Wingz (recharge time roughly 6000 millisecondz)- wingz are good for fine tuning, do not use unless the targeted grunt is isolated completely
- 6)Welder (recharge time roughly 40000 millisecondz)- don't use unless the targeted grunt is a gunhat. Welderz are best used as a ender to a fight in the first method.
If your enemy pop slotz allow it, you can use multiple AIz to get the job done quickly (just make sure your hazard killz them fast enough).
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BattlezM
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Post by BattlezM on Jun 12, 2007 21:57:35 GMT -8
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BattlezM
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Post by BattlezM on Jun 29, 2007 12:38:44 GMT -8
AI Sensing Rangez:
An AI with a sense range of 5 tilez will not react to your grunt if there is an AI that is even closer to him (such as on top a plateau nearby). If the distance the opposing gruntz are to an AI is the same, the AI will go after whichever one is reachable.
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BattlezM
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Post by BattlezM on Aug 29, 2007 17:21:32 GMT -8
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GooRoo
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Post by GooRoo on Sept 2, 2007 18:31:18 GMT -8
This post pointz out a minor need for this Forum; 32 pixel by 32 pixel imagez of the various Grunt typez (both the solver's and the enemy Gruntz) with transparent backgroundz. That way, the Grunt imagez will fit perfectly into a display grid such as is used in this example ... instead of spreading the display in horizontal and/or vertical directionz. Creating the GIF imagez would be a task for a graphically talented individual with the program, the skillz, and the time to make the basic grabz, trim them to size, and setting the background color to 'transparent', instead of the white we see here. Step right up, folkz! ... and put your graphic skillz on display!
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BattlezM
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Post by BattlezM on Sept 2, 2007 19:15:29 GMT -8
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GooRoo
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Post by GooRoo on Sept 2, 2007 19:40:48 GMT -8
In "Paint" (Microsoft's program, bundled with Windows) there is an "Attributes" menu item, which will display the size in pixelz of the image in progress. When I had Paint (don't anymore ... it went away along with the BETA3 version of Internet Explorer 7, when I deleted the non-functioning program ) I would remove pixelz from the X axis (alwayz removed from the right) until a significant color was rightmost (as long as X>=32). If the image was still wider than 32 pixelz, I would 'flip' it horizontally so that the left edge was now on the right, and continue reducing the X attribute toward 32. When that was done, I would 'flip' it back to its normal appearance, and start working on the Y axis. Reducing the value would drop pixelz from the bottom ... kept that up until there was a significant color on the bottom edge (and Y>=32). Then I would 'flip' the image vertically, and repeat the process, until Y=32. Then 'flip' it back vertically, and I had a perfect 32X32 image, which I then did a "Save as...". That is what I did to create the Tile imagez for all eight graphicz areaz ... screen grab of the Tilez window of the Gruntz Level Editor, trimmed relatively closely to 32 pixelz wide, and as long as I could fit on my 1280X1024 screen (about 30 or 31 Tilez per 'grab'). I lopped of each Tile from my "to do" image and SAVEd and trimmed the "scratch pad" image down to a single Tile. What made that difficult, and time-consuming was the separatorz between each Tile in the menu ... I couldn't just remove 32 pixelz from the Y attribute ... it was more like 36 or 37 (and sometimez varied!). Perhapz that may explain why I did not duplicate the 'common' Tilez for each graphicz set. Of course, I can still easily copy and re-name the "Gruntz In Space" Tilez into each of the other seven folderz ... but why take up that much space?
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GooRoo
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Post by GooRoo on Sept 2, 2007 19:46:18 GMT -8
I know of no way (right now) to overlay a Grunt image onto a Tile image ... the best way to do thingz. Maybe I will learn how as I go through this GLEM conversion. I wouldn't worry about any backgroundz ... I would prefer just the Grunt, with everything outside of itz image being transparent. See my 'star' under my handle in this post, for an example (larger than 32X32 though).
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BattlezM
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Post by BattlezM on Sept 22, 2007 20:14:05 GMT -8
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BattlezM
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Post by BattlezM on Aug 26, 2008 21:45:52 GMT -8
Dying Hit and Runners:Dying Hit and Runners have a single health point left. They will wonder around randomly. Sometimez this can be used to your advantage, by having the Hit and Runner step on a hold switch, or toggle a toggle switch in a tight area for you. Currently I'm designing a level (Crossing Pathz) that will have a puzzle relating to this strange condition of Hit and Runners.
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BattlezM
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Post by BattlezM on Sept 1, 2009 8:16:52 GMT -8
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