The Daily Click ::. Forums ::. Klik Coding Help ::. Advance Wars-y type game in MMF2. Is it possible?
 

Post Reply  Post Oekaki 
 

Posted By Message

Del Duio

Born in a Bowling Alley

Registered
  29/07/2005
Points
  1078

GOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!Evil klikerHasslevania 2!The OutlawSanta Boot
6th March, 2009 at 17:19:29 -

I mean graphically of course it is but what types of objects or extensions would you need to make something like an Advance Wars / Fire Emblem type of game with MMF2? I really like these types of games and would want to try making one someday since I've never tried doing one before. I'm guessing to do the AI would be killer / impossible but what do I know.

What do you think?

 
--

"Del Duio has received 0 trophies. Click here to see them all."

"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

DXF Games, coming next: Hasslevania 2- This Space for Rent!

UrbanMonk

BRING BACK MITCH

Registered
  07/07/2008
Points
  49567

Has Donated, Thank You!Little Pirate!ARGH SignKliktober Special Award TagPicture Me This Round 33 Winner!The Outlaw!VIP MemberHasslevania 2!I am an April FoolKitty
Picture Me This Round 32 Winner!Picture Me This Round 42 Winner!Picture Me This Round 44 Winner!Picture Me This Round 53 Winner!
6th March, 2009 at 19:44:20 -

It's defiantly possible, but yeah the AI would be very difficult to do.

 
n/a

OMC

What a goofball

Registered
  21/05/2007
Points
  3516

KlikCast Musician! Guy with a HatSomewhat CrazyARGH SignLikes TDCHas Donated, Thank You!Retired Admin
6th March, 2009 at 19:45:44 -

AI theory is fun. ._.

 

  		
  		

Pixelthief

Dedicated klik scientist

Registered
  02/01/2002
Points
  3419

Game of the Week WinnerWeekly Picture Me This Winner!You've Been Circy'd!VIP MemberI like Aliens!Evil klikerThe SpinsterI donated an open source project
6th March, 2009 at 19:54:54 -

Its actually rather easy, compared to other sorts of games. Especially AI and pathfinding

 
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456

Sketchy

Cornwall UK

Registered
  06/11/2004
Points
  1970

VIP MemberWeekly Picture Me This Round 43 Winner!Weekly Picture Me This Round 47 WinnerPicture Me This Round 49 Winner!
6th March, 2009 at 20:51:05 -

Surprisingly enough, an AW clone could require a lot of graphics, including map tiles, unit sprites, battle animations, user interface, etc. What's more, the graphics need to be good - there have been several AW clones which have been technically superior, but which are far less enjoyable to play simply because they don't have the presentation (eg. Field Commander on PSP).

The pathfinding is quite straight-forward, using extensions. That's actually true of most aspects of the game.
The problem comes when you try and put all the components together - it gets very complicated, and there are a huge number of variables to keep track of. I've actually made examples of all the basic components in past - movement, fog-of-war, combat, AI, map loading (see my tutorial on "tile based games"), but I never got as far as putting them together in a game. Still, if you want help on this, let me know, as consider myself a bit of an AW expert

The AI can be quite simple or very hard, depending on how you want to go about it.

In AW1, the AI is very stupid, and easily defeated. It always moves it's units in the same order, and does little more than choose a target based on a pre-defined order of preference. It will always go after an APC for example, even if it's empty and there's a far greater threat nearby. Also, the AI cheats, in that it always knows where your units are, even if fog-of-war. This is essential, because it means the AI only has to react to your position - if it genuinely didn't know where your units were, it wouldn't know how to act as it is incapable of actual strategy (that would have taken a lot more programming). This kind of AI is do-able in MMF.

The AI in later AW games (and FamicomWars games) is much better. It doesn't cheat, and it is capable of planning the best order in which to move units - it will destroy one unit in order to clear a path to another, for example. Units won't attack if the AI knows they'd just get killed. This kind of AI would be very difficult to do in MMF, so I wouldn't bother trying.

There are also a few other problem areas though. Getting the AI to use transport units effectively is going to be very difficult, along with capturing/defending cities etc.

The section entitled "Enemy AI Briefing" should give you some idea of how to program AI:
http://uk.guides.ign.com/guides/497900/page_2.html

Edited by Sketchy

 
n/a

Dr. James MD

Addict

Registered
  08/12/2003
Points
  11941

First GOTW AwardSecond GOTW AwardThird GOTW AwardPicture Me This -Round 26- Winner!
6th March, 2009 at 20:52:56 -

Me and a friend started up on an Advance Wars clone for fun some years ago. It's not too difficulty, certainly possible but then again I didn't make the pathfinding segment.

 
Image
http://uk.youtube.com/watch?v=j--8iXVv2_U
On the sixth day God created Manchester
"You gotta get that sand out your vaj!" x13
www.bossbaddie.com

Del Duio

Born in a Bowling Alley

Registered
  29/07/2005
Points
  1078

GOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!Evil klikerHasslevania 2!The OutlawSanta Boot
7th March, 2009 at 14:53:16 -

Yeah in AW I used to build APCs specifically to draw the enemy out even though they just destroy the unit. But it's much different in Fire Emblem, where the death of a unit means it's gone forever.

It's something I was just thinking about the other day but it's good to know that something could be done eventually with MMF.

Thanks guys!

 
--

"Del Duio has received 0 trophies. Click here to see them all."

"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

DXF Games, coming next: Hasslevania 2- This Space for Rent!
   

Post Reply



 



Advertisement

Worth A Click