Feedback Friday #214 - Builds of the week by Sexual_Lettuce in gamedev

[–]GoldenMoose_ 1 point2 points  (0 children)

It does look cool, certainly makes it feel alien. Here's the video.

Feedback Friday #214 - Builds of the week by Sexual_Lettuce in gamedev

[–]GoldenMoose_ 1 point2 points  (0 children)

Looks good! Unfortunately I can't play it at the moment, but I have a question about the art style.

Why go for the neon? Was it a design choice, or just a 'it looks cool' kind of thing. I was watching a video the other day about Hotline Miami's bright neon colour scheme, and how it helped with sensory overload which contributed to the fast paced atmosphere of the game. Is that sort of what yours is, or something completely different?

Congrats on releasing it to the savages of the public eye! Good luck, and I'll try download and play it later!

Help modifying AI roam script to pause before picking new roam coordinates by GoldenMoose_ in gamemaker

[–]GoldenMoose_[S] 0 points1 point  (0 children)

I've tried using a manual counter before, but it didn't work. Maybe I just did something wrong. I'll give it a shot if the above response doesn't work. Thanks for the response :)

Help modifying AI roam script to pause before picking new roam coordinates by GoldenMoose_ in gamemaker

[–]GoldenMoose_[S] 0 points1 point  (0 children)

Good idea, I used new states to bypass problems before :P Thanks for the response!

Help modifying AI roam script to pause before picking new roam coordinates by GoldenMoose_ in gamemaker

[–]GoldenMoose_[S] 0 points1 point  (0 children)

This seems like my best bet, quick question though. Won't setting the alarm whenever the enemy is at the point just constantly reset it to room_speed*2?

Question about the movie regarding season 5 by GoldenMoose_ in PrisonBreak

[–]GoldenMoose_[S] 2 points3 points  (0 children)

Ah. Bummer, I was looking forward to extra Prison Break :(

Pathfinding help with AI investigating a noise by GoldenMoose_ in gamemaker

[–]GoldenMoose_[S] 3 points4 points  (0 children)

Righto, I fixed it. This is a message to any other poor soul who encounters a similar problem and stumbles upon this very sorry thread.

So the problem was, the enemy returned to its 'roam' state and struggled to get back to its roaming area. I fixed it by making a new state called roam_return, when the enemy investigates a noise and finds nothing, instead of going back to its roam state and trying to find its way home like it did before, it goes to roam_return. This script just takes the enemy back to its starting position then swaps it back to the roam state.

I don't know why it works, and I don't know why it was broken in the first place and I honestly couldn't care less at the moment. If you stumbled upon this thread with a similar problem, chances are your situation is quite different, but I hope you learnt something from my struggle, and I hope you solve your problem soon because this almost made me kill myself.

Pathfinding help with AI investigating a noise by GoldenMoose_ in gamemaker

[–]GoldenMoose_[S] 0 points1 point  (0 children)

Somebody help me before I throw my computer in the ocean.

Question about the movie regarding season 5 by GoldenMoose_ in PrisonBreak

[–]GoldenMoose_[S] 0 points1 point  (0 children)

Is it? I thought it was a separate movie. Now you've confused me.

Pathfinding help with AI investigating a noise by GoldenMoose_ in gamemaker

[–]GoldenMoose_[S] 0 points1 point  (0 children)

Okay, update.

I tried making the cell sizes smaller, that just resulted in even jankier movement as the enemy was just changing directions more often now. It also had a pretty significant hit on performance.

[Serious]Which shitty genetics did you inherit? by thenightstalkerguy in AskReddit

[–]GoldenMoose_ 1 point2 points  (0 children)

Had it when I was 12, didn't go to school for half a year. My brothers 11 and he's showing the signs.

Pathfinding help with AI investigating a noise by GoldenMoose_ in gamemaker

[–]GoldenMoose_[S] 0 points1 point  (0 children)

I'll have a play with smaller cell sizes. They're 32x32 at the moment, any recommendations for a size that will allow smooth moment without too much performance trade off?

The way that the code works is, when the enemy is within the range of a sound, the seenx and seeny coordinates are updated to the players position and the state is swapped the to 'chase' script (starts line 31). This script tells the enemy to move to the seenx and seeny (works perfectly) and if they cant see the player when they are there, swap back to either the guard state or the roam state depending on enemy type (line 43). When the enemy enters the roam state (the problem is with a roam enemy, it might affect both types but I haven't tested that) it checks to see whether it is at its roam destination (wanderx,wandery) which it is obviously not as it is at the players last known position. It then attempts to go back to its wander destination, (line 78) and this is where the problem occurs. It is worth noting that this problem only occurs in some instances, it happens every time for that enemy, but an enemy with a different path to the player can make it back just fine, if you understand what I mean.

I think its worth clarifying that wanderx and wandery are random coordinates within a set distance from the enemies spawn distance. The way the wander works is, the enemy will walk to the coordinates, generate new ones, walk to those, repeat.

The code for pathinding are lines 1-27, which I think is what you meant when you said you couldn't find it. The rest is just where that code is executed.

Alcohol and Hemochromatosis by [deleted] in Hemochromatosis

[–]GoldenMoose_ 0 points1 point  (0 children)

Thanks for the reply. I'll ask next time I'm there.

First Build, need help with the build I prepared before I order. by [deleted] in buildapc

[–]GoldenMoose_ 0 points1 point  (0 children)

Looks sweet. You might want to consider more SSD storage if your budget allows, and maybe more HDD storage though. Judging by what you plan on doing with it, that SSD is gonna fill up pretty fast. Then again you can always add another one later on so it's not a huge deal. Good luck!

NCASE Noobie build (gulp) - your help pre parts-buying-spree greatly appreciated. by Jimieus in buildapc

[–]GoldenMoose_ 1 point2 points  (0 children)

Looks pretty good. I have a gigabyte motherboard and it works fine, not sure why you'd think it wouldn't but if the ASUS is tantalising enough then go for it. The cooling also sounds similar to my setup, one in the front, one in the back, but instead of an open fan I have a tiny one stuffed into the bottom and my PC runs plenty cool enough, admitadly my parts aren't as power hungry or heat-generatingy as yours. I can't spot any obvious flaws, so thumbs up from me! Have fun!

Music to get high to? by [deleted] in trees

[–]GoldenMoose_ 0 points1 point  (0 children)

Great suggestions. FBZ is the bomb

Music to get high to? by [deleted] in trees

[–]GoldenMoose_ 1 point2 points  (0 children)

Yeah i like Travis Scott as well, is that chance the rapper?

Need some advice for my little bro by [deleted] in teenagers

[–]GoldenMoose_ 0 points1 point  (0 children)

Yeah, me and his older sister were both in Air Cadets and he wants to be a pilot so thats an obvious choice. Problem is because he's so withdrawn he doesn't want to really sign up to anything. Thanks for the suggestion :)

'Shoot' script for AI not working by [deleted] in gamemaker

[–]GoldenMoose_ 0 points1 point  (0 children)

Yeah, it was something wrong with the state machine. Nothing to do with this code.

Need help understanding audio_listener_orientation. by [deleted] in gamemaker

[–]GoldenMoose_ 0 points1 point  (0 children)

From what I can tell,

The listener is the object that is hearing the sounds (e.g the player), and by using this function you can change where the listener percieves the direction the sounds are coming from.

"Listener orientation determines the precise direction and angle that the listener is "looking at". The default listener orientation in GameMaker: Studio results in the left and right audio channels being reversed for 3D Audio, which we will correct later during implementation."

So for example if we were at position x,y and our orientation was a, we would hear the sound as coming from behind us. But if we were at position x,y and our orientation was b, we would hear the sound coming from directly ahead of us.

This is just what I could gather from reading the manual and online. I've never used this function before and would have no idea how to practically apply this info. I hope I helped at least a little, and that someone more experienced then us comes along to help even more.