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Messages - Shekerev

#1
Hello, guys!

I'm Nikola, from Bulgaria, currently a CS student, age 23, wannabe game designer :)

Learned about AGS a couple of months ago, love the idea, love the realization and the best thing of all is the living and kicking comunity :)

Kinda gives me the warm feeling that games are still more than next-gen shooters, racers and mmorpgs  ;D
#2
Both of you  ;D

Wanted to avoid me flooding :), sorry if I made a mistake

Thanks a lot to everybody, will post more about the game when I have something significant to show  ;D
#3
You guys are awesome, thanks for all the replies!

So quick, I'm in enthusiastic mode, back to work :):):)

dkh, I sent you a PM, thanks a lot!
#4
Quote from: Shekerev on Wed 02/12/2009 20:35:58
Implementing my own pathfinder is not really an option - I need efficiency and my sorted queue will suck lots of time :)

No, no, I expressed myself in a wrong way. I suffer from a bad case of newbieness so I doubt my own algorithmic skills, not AGS efficiency :)

dkh, I reallize that I am getting really impudent here but since you've done that before, would it be a problem to post a fragment about how would A* look in AGS ?
#5
Implementing my own pathfinder is not really an option - I need efficiency and my sorted queue will suck lots of time :)

About the project:

I'd like to make a war between 2 tribes of entities - about 400 purple and orange dots. They gather food and avoid fires and dig tunnels.

It is intended as a bit of scientific work about abstract evolution and you (player) as an active element in it.

AGS seemed like a natural choice - inventories, dialogues, GUIs, events, all the boring stuff already implemented.

Oh well, I can't have everything :):)

Edit: my bad, sorry, I forgot to thank you for the quick reply !!! Keep up the cool projects!
#6
Hello

Greetings:
I am relatively new to AGS and totally new to the forums. So let me first express my awe to the great amount of work put into this project and comunity  :o

Now what I want to achieve:
* a field of squares, where EACH square is walkable
* many characters at the same time on the field
* every square can contain resource that caracters want to collect, dangers that will hurt the characters a little bit, or none
* every square can be solid
* solid squares are walkable, just take more time to dig through it and make the square normal
* initially all squares are solid (characters dig tunnels like rats)
* each character has parameters about how inclined he is to dig or let himself get hurt by a danger in expense for a shorter path

Problem:
As of this writing I didn't find any info on how to set the heuristics of the A* when the sorted queue is expanded. I want to add to the cost of each node also its cost in contents (resource, danger or normal) and its cost in speed (normal or must_dig) for that particular character.

Question:
Could you please forward me to a solution/module/plugin that can help me?

Disclaimer:
The task I am currently after is the core feature of an action-adventure game I am developing. Dropping it will practically make the whole project redundant   :'(

So it would be of great help to know if it is even possible to do in AGS?

PP: sorry if this question is already cleared elsewhere, tried my best to read everything about AGS pathfinding  :)
PPP: sorry that my first post is a question rather than some help
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