| |
Super Guide in Hello Engine 3 Lite
exenefevex |
|
Regular
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif) ![Minigame Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/mcg1.gif) ![Secret Santa Badge [*]](https://archive.mfgg.net/html/badges/present.gif)

Group: Members
Posts: 258
Member No.: 3660
Joined: 19-April 07
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (MegaTailzChao) | | I'm sure if you could figure out a system that uses AI nodes you could make this more efficient, easier to make, and not involve "recording limits" for large levels. |
Counting to ten now... ...done counting. Didn't work. Counting to ten again... ...nope
WARNING: FROTHING REBUTTAL AHEAD
30000 isn't really a "limit" Each unit = one input change Even if you rapidly mashed one key 30 times a second for the entire level you'd still have 8.3 minutes of input per level. For normal gameplay, i.e. inputs change maybe 1 or 2 times a second, you get a half hour at least per level And even then you can extend your playback by placing additional guide blocks when your first block runs out I should just remove that line from the documentation and say "if gamemaker crashes, use more guide blocks"
GM7 has buggy keyboard_check methods. The 0.017-second input delay is the best I could possibly manage. It is very efficient speed-wise. The replay files are not encrypted, so they could be reduced in size just by changing the data format to binary. I think this method is easier to read and debug though
The hardest part of creating this system was replacing all of the keyboard checks and events for 100+ objects in Hello's engine. This will not change if AI nodes are used If your system already uses a virtual controls object, you can just import the new superguide objects, set them to recognize end-of-playback conditions, and you're ready to record. The only thing that AI would save you is the trouble of recording yourself playing, but you could delegate this to your beta testers, who would be playing at least once through every stage anyway
BTW this is the same system used to record playback for Mario Teaches Kana and Mariodius, except those games did not have the 1-frame input delay (and iirc they used better file compression) and I would wager Super Mario Advance 4 does the same thing too
TLDR: I'm having a bad day, do not question my AWESOME judgment lest you hear "great idea, I'm looking forward to seeing your AI system in action!" ALTERNATE, MORE POLITE TLDR: That's an awesome idea MTC, but my computer science education only covers up to A* pathfinding (I know there are better algorithms out there) and I've since switched majors. If you have any ideas of how to make such a system work even in enemy-intensive areas or in maze levels, shoot me a PM and we'll talk about how feasible it would be to implement.
This post has been edited by exenefevex on Oct 10 2009, 07:49 PM
--------------------
|
|
|
Syr |
|

Mario and Luigi: Daisy's Shadow

Group: Members
Posts: 153
Member No.: 6476
Joined: 26-August 09
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (Mario_6464SMR @ Oct 10 2009, 06:03 PM) | | yes hello engine! |
oh noes
--------------------
The Smw. Mario and Sonic's newest website. GRAND OPENING TODAY! THE CONTESTS HAVE BEEN ANNOUNCED. Try to be the first one to gain the #1 rank! http://thesmw.webatu.com/Also: join #wd or #green_hill_zone on the RIZON network. irc.rizon.net
|
|
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
[ Script Execution time: 0.0736 ] [ 15 queries used ] [ GZIP Enabled ] [ Server Load: 1.67 ]
| |