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Member Since 19 Mar 2013
Offline Last Active Jul 15 2013 12:08 PM

Posts I've Made

In Topic: Im new and looking for Language + Framework to start with.

27 May 2013 - 02:11 PM

I'd like to also mention Unity, it allows fast game development without much knowledge and in addition there are a lot of tutorials. Besides this I like the python + pygame thing, but you still need to do a lot on your own there.

In Topic: Need Help with Boundless Crafting System

22 May 2013 - 10:37 AM

What may be helpful here is the composite pattern http://en.wikipedia.org/wiki/Composite_pattern


Here you have an abstract class/interface which is the base of everything else, e.g. an item. You can then have base items (leafs) which cannot be deconstructed further e.g. spikes or cores. You then can have some kind Weapons or other stuff, the components. You can also only see these components as groups and can go further down the path and just make ThrowableWeapons and maybe let a shuriken be a ThrowableWeapon.


The recipe could be defined by a hashmap or a table in the class saying for building you will need x spikes and so on. When you're building/crafting the stuff, check if the required items are in your inventory ( which may also be a component) if so remove them from there. If you're trying to decompose an item just add new instances of the items in the table to your inventory.

In Topic: What to do from Now?

21 May 2013 - 09:46 AM

You may also start by trying to remake already known games. E.g. start with a tetris or a breakout and continue with something more complicated. By doing this you can derive a lot of techniques needed for a proper game.

In Topic: Need some suggestion about image processing

11 April 2013 - 03:06 PM

I've done something similar to this for smaller dots in an microscope image. What i've done first is using a graphic programm like gimp or photoshop to change the image to a full greyscale image, then toying around with the contrast, brightness and edge detection filter settings. After I have found a setting or a procedure which suited my needs I tried to recreate the process in a programming language of my choice (it was. Matlab, R, java or python don't really remember) afterwards applying a cluster algorithm in my case dbscan http://en.wikipedia.org/wiki/DBSCAN to find the different "holes" in a membrane in my case.

If you do it right you may receive something like an O shaped cluster, where you can caculate the center and the radius to one of the outer pixels, which defines you the circle you may try to find.

That would be the way I would try to solve this problem

In Topic: How does enemy AI work in fighters?

11 April 2013 - 11:37 AM

I have not much knowledge of gaming AIs but as far as I think, what an AI basically does as mentioned in RedBaron5 example is calculating some kind of possibility either for defensive situations or offensive situations. Like e.g. how high is the possibility to lose health during the next turn, if it is high you either either try to dodge or block depending on whether the chance for blocking or dodging is higher. To model these states and dependencies you can use a state machine or some kind of tree. But this is calculated only for one move, the next may look totally different. Finding a good strategy here may be difficult


If you take a look at chess, a computer calculates x moves ahead, giving each move a score of 1 for a move where his situation will get better or a zero for where the situations gets worse. He can now sum up the scores for each path and choose the path with the highest score. This an easy task because you know each position and the possible next tasks for each figure. If you want to increase/decrease the difficulty of the AI in a chess game you could easily limit the moves which are calculated ahead.  In a fighter you could also think of such a way to calculate a strategy, e.g. using the elements move, fight, dodge, block and then search for the path yielding the maximum of hp loss for the player.