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++ As Wars 2007

24,594 Views | 502 Replies
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Response to ++ As Wars 2007 2007-01-07 11:18:21


At 1/7/07 11:10 AM, Cybex wrote:
At 1/7/07 10:20 AM, Glaiel-Gamer wrote: It's rather simple and probably not the best option out there. Try like graphing it or something but it works good enough for me.
It seems pretty random. The top line is glaiels one, and the bottom is Math.random(). But yeah, we might need to find another totally different random function as well so we can have two random numbers in one frame.

you CAN have 2 random numbers on one frame, read my explination about the curD thing

Response to ++ As Wars 2007 2007-01-07 11:21:33


At 1/7/07 11:17 AM, Defrag wrote: Quake III had this huge algorithm for generating bot chatter when they killed somebody or got killed. It was pretty interesting, thinking something like that? Or actual sound files?

I meant simply a speech-bulb or something popping up over the bot's head for a linited time or something ;)
I could whip something up if it's ok with jmtb


BBS Signature

Response to ++ As Wars 2007 2007-01-07 11:36:29


At 1/7/07 11:18 AM, Glaiel-Gamer wrote: you CAN have 2 random numbers on one frame, read my explination about the curD thing

Oops, must've missed that.

Also, from looking at the means of both, both random functions give a pretty normal distribuation.

glaiel mean: 0.517
Math.random() mean: 0.487

Response to ++ As Wars 2007 2007-01-07 11:52:18


At 1/7/07 11:17 AM, Defrag wrote: Quake III had this huge algorithm for generating bot chatter when they killed somebody or got killed. It was pretty interesting, thinking something like that? Or actual sound files?

Random is random, can be both extreme and non-extreme at all. There's no 'more random', only either 100% random or 0% random. (of course 1%-99% if you add random parts, but I'm talking about the randomness itself)


BBS Signature

Response to ++ As Wars 2007 2007-01-07 11:56:53


I've read up on the TextFormat class and shit (never used it before), so now my function is almost complete :D


BBS Signature

Response to ++ As Wars 2007 2007-01-07 11:57:37


At 1/7/07 11:52 AM, Toast wrote:
At 1/7/07 11:17 AM, Defrag wrote: Quake III had this huge algorithm for generating bot chatter when they killed somebody or got killed. It was pretty interesting, thinking something like that? Or actual sound files?
Random is random, can be both extreme and non-extreme at all. There's no 'more random', only either 100% random or 0% random.

Not really. The more something's based on factors which can be identified by the user, and the greater the proportionality between values in similar or consecutive situations, the less random something is.


BBS Signature

Response to ++ As Wars 2007 2007-01-07 12:08:23


At 1/7/07 11:52 AM, Toast wrote: Random is random, can be both extreme and non-extreme at all. There's no 'more random', only either 100% random or 0% random. (of course 1%-99% if you add random parts, but I'm talking about the randomness itself)

But the thing is, neither glaiels random function or the inbuilt random function are random. They just simulate randomness. If it mainly produces extremes, then it's obviously not simulating randomness as well as it should and so is less random.

Response to ++ As Wars 2007 2007-01-07 12:16:56


http://denvish.net/ulf/1168190052_aswars2007. php

For now I only say "1 down, 2 to go", etc., but he's gonna be pretty advanced, I hope :)

http://denvish.net/ulf/1168190151_aswars root code.txt
Use that code on the root to use.

You simply call _root.say(this, "hawahtwjtsgssldg") at any time to say something. Anything you say will overwrite what you previously said.


BBS Signature

Response to ++ As Wars 2007 2007-01-07 12:19:20


True randomness is impossible to make with computers, because of the way the cirquits (?) work. Randomness in computers is simply taking a number, performing an immense anmount of different actions on it, and getting it between 0 and 1.


BBS Signature

Response to ++ As Wars 2007 2007-01-07 12:33:25


Good news. I have decided to make this competition a Double-Elimination Tournament.

I feel it's far too difficult to judge a true winner without a few matches to determine losers, so in a Double-Elimination, you won't lose the tournament until you have lost at least two matches (instead of just one match like we had it). I think everyone should have a chance to see their bot battle a few times for all the hard work they had. Same system, top two bots from every competition move on, except now if you lose once, you get dumped into another tournament bracket where you might have the change to move back up to first place :).

Anyone disagree with this system? It means a lot more battles and better opportunities to do well... as well as removing that degree of randomness that sometimes comes when you are placed in a tough corner.

Just a reminder your bot is due today at 11:59 EST.


Hi there!

BBS Signature

Response to ++ As Wars 2007 2007-01-07 12:35:55


At 1/7/07 12:33 PM, jmtb02 wrote: Good news. I have decided to make this competition a Double-Elimination Tournament.

I like it.
As you said, it decreases the anmount of randomness involved, so thats good :), and the more battles we fight, the better :D

Also, what's your opinion on my speaking-function? It's not perfect yet, but it's quite fun to toy around with :)


BBS Signature

Response to ++ As Wars 2007 2007-01-07 12:49:29


Hmm, double-elimination seems a lot better.

Now it's 100% skill, and no luck needed. :D


*User Page under construction*

BBS Signature

Response to ++ As Wars 2007 2007-01-07 13:01:52


Still have eleven hours, correct?


wtfbbqhax

Response to ++ As Wars 2007 2007-01-07 13:04:31


At 1/7/07 12:08 PM, Cybex wrote: But the thing is, neither glaiels random function or the inbuilt random function are random. They just simulate randomness. If it mainly produces extremes, then it's obviously not simulating randomness as well as it should and so is less random.

Well it truly does depend on what you call randomness. If you throw a die, the 'random' you are talking about is just the way you threw it, the way it bounced, and therefore the side which will appear at the end.


BBS Signature

Response to ++ As Wars 2007 2007-01-07 13:04:33


Aorry for double post, but can I import

flash.geom.Point class, please? I don't know how to do this in a movieclip's action, so can I put it on the backend's first line?


wtfbbqhax

Response to ++ As Wars 2007 2007-01-07 13:06:12


At 1/7/07 01:01 PM, fwe wrote: Still have eleven hours, correct?

Yes, eleven hours. If you are a bit late (a half an hour or so), I won't get upset. Any later I will not accept it.


Hi there!

BBS Signature

Response to ++ As Wars 2007 2007-01-07 13:29:17


I imported the Point class as well; although, I really didn't get a chance to implement it as I wanted. Just import it in the onClipEvent(load); it worked for me.


BBS Signature

Response to ++ As Wars 2007 2007-01-07 13:47:19


Here's the final control panel :). It now logs your actions and draws color-coded bars to indicate the action taken, which makes it easy to break down what your bot has been doing. Also features practically every stat that your geekery could possibly ever want.

++ As Wars 2007


Hi there!

BBS Signature

Response to ++ As Wars 2007 2007-01-07 14:11:20


At 1/7/07 01:47 PM, jmtb02 wrote: Here's the final control panel :). It now logs your actions and draws color-coded bars to indicate the action taken, which makes it easy to break down what your bot has been doing. Also features practically every stat that your geekery could possibly ever want.

That's sexy. I'm finished with my bot. Any ideas for a cool winning animation, in the rare event that I win?


wtfbbqhax

Response to ++ As Wars 2007 2007-01-07 14:11:21


At 1/7/07 01:47 PM, jmtb02 wrote: Here's the final control panel :). It now logs your actions and draws color-coded bars to indicate the action taken, which makes it easy to break down what your bot has been doing. Also features practically every stat that your geekery could possibly ever want.

Sweet :D
Any chance someone could get a hold of that? :P


BBS Signature

Response to ++ As Wars 2007 2007-01-07 14:22:49


At 1/7/07 01:47 PM, jmtb02 wrote: Also features practically every stat that your geekery could possibly ever want.

Average velocity? Total distance travelled?

Response to ++ As Wars 2007 2007-01-07 14:23:32


I sent an email to you, jmtb.

Response to ++ As Wars 2007 2007-01-07 14:40:55


I won't update again now, I promise :)


BBS Signature

Response to ++ As Wars 2007 2007-01-07 14:42:42


as for the next bot wars, i have a few small ideas...

1. self destruct option: the more health you have at the time you self destruct, the more damage you do. something along the lines of: for every HP you have, you do 2 HP of damage to a radius of 50 or 100 px, but you cannot win by self-destruct.

2. shield/reflect: you still receive damage, but only 1/2 damage, and the shot is reflected back from whereever it came.

3. rage: maybe code all of your bots actions into a function called main(), and from the _root, call the bots main() function every other frame, but when health drops below 15% or so, the function is called EVERY frame, so that bots that are near death can make a possible comeback.

(youd probably have to work it out so that the "heal" function couldnt be called when in rage mode, so that you cant just heal back really quickly)


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Response to ++ As Wars 2007 2007-01-07 14:53:05


At 1/7/07 02:42 PM, authorblues wrote: 3. rage: maybe code all of your bots actions into a function called main(), and from the _root, call the bots main() function every other frame, but when health drops below 15% or so, the function is called EVERY frame, so that bots that are near death can make a possible comeback.

I especially like that one :)
You could have a variable rage on all the bots set to false, but if it's true you can't heal (or heal only half what you should).


BBS Signature

Response to ++ As Wars 2007 2007-01-07 14:54:13


http://denvish.net/ulf/1168199598_fwebot.php

Look at me pwn three claxors.

Jmbt02, I PMed you the fla link.


wtfbbqhax

Response to ++ As Wars 2007 2007-01-07 15:00:33


At 1/7/07 02:53 PM, Claxor wrote: I especially like that one :)
You could have a variable rage on all the bots set to false, but if it's true you can't heal (or heal only half what you should).

Same, also how about this:

What if you could control the movement of one bot, but every time you do so, it takes health from you.

Or a teleport feature, but once you've teleported you can't move for a second.

Response to ++ As Wars 2007 2007-01-07 15:00:51


Also, for the next one, I think you should be able to move every frame (as someone said before), and also move faster, since you don't really need to dodge bullets, it's just as good to camp in a corner shooting..


BBS Signature

Response to ++ As Wars 2007 2007-01-07 15:02:11


Now you guys are just getting silly :P


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Response to ++ As Wars 2007 2007-01-07 15:05:08


And also, you should get more mines. There's not a lot you can do with 4 mines, especially if you can't get near someone without them blowing your brains out. If you had more mines, you could surround people with them so they can't move without setting them off.