and yes to me (and the AI) it makes sense :P
and yes to me (and the AI) it makes sense :P
for me is i'm doing most of this fairly blind on a VB, so have had to build out extra screens to list out the AI's plans, so now i'm just building out what i'd call "engineering" screens just to test things. But heh it's cool it gives me more ways to learn to code. Heres a screen for example
It's only a one trick pony now and can't deal with things when they go wrong, well i can buy creating a new goal, but then it has 2 going on at once. I'll need to build in some sort of a "cleaner" routine to check if goals valid or not and delete as needed or replan. Also another interesting point
do stuff. So I've kind of managed to give it a goal to try to complete and then a few sub goals to achieve this. Its been hard to make a routine to do this but I've seemed to. Now in my game the AI seems to take over in too quickly a time, like really quick. I'll have to dial it down for humans.
Working away on VB programming, have been trying to figure out how to give and AI a need or want to do something. It's been hard to get my head around it until i started to think it if like a bunch of goals and get it each round to asses possible goals, assign them a value and heh presto AI wants to
Time for a little snippet of what I'm working on. Most of the core principles working, like, creating in effect dynamic menu lists. New for me on a console type interface, but got it working and also have plans in mind to improve the interface functionality. Getting closer to sharing project plans..
Got functionality built, can you guess where we are going here??
Right been an interesting and challenging summer. Looking to post a bit more now. I've got a new project on the go and will post updates here soon, hopefully every week or 2.
Project Pitfall is on a backburner now as I got something new and more interesting to work on. Watch this space
It's an awesome cart, good to see that Retro is going to scale production for the masses!
Its been a while, been mostly stuck with work and also a VUEngine upgrade, but the good news is we have moved on a bit. I'll go through it over the next few weeks, but suffice to say we have made progress! I'll share today a little image, might seem like not a big deal, but it is. Can you Guess why?
Looking good ๐
Great 2024, lots done ๐ . I know what the "big plan" for 2025 ๐
Looks amazing ๐ pity I'm in the wrong country for Christmas ๐ ๐
When I'm back this is def getting a spin. Great work guys, keep it up. Happy Xmas and a great 2025 ๐๐ฅณ
V2 of my upload of the tech demo for the #Virtualboy this should be a lot clearer #VirtualC #Vuengine
Video quality was lower than expected, I'll try 720 next time in post, but it'd got a lot of character moves built in like jumping, running, falling and climbing. So got a mini game of sorts. But yep bugs ๐ galore and this is like only the early tech demo, #VUEngine is really a cool tool for VB dev
It's currently mainly more of a proof of concept and has obvious inspiration ๐, it's demos key presses, stage (level loads), sound, collision, Image loading/display. Lots of bugs but it's definitely on the way.
Time to share something I'm working on, a homebrew game, early dev and will change 100% but here is a early view #Virtualboy #VirtualC programmed using the #Vuengine
I'll have to add this to my LinkedIn skills ๐. I love the name and it makes perfect sense
Looks great ๐ looking very forward to this release ๐