KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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Java GO Game

well the 50 move thing is certainly weird, as it doesn't really make it go. Go is typically about building territory rather than capturing stones, eventhough capturing stones often becomes a process of that. Something which is hard to determine by a certain set of moves (A typical game spans from 250 to 400 moves).

Also, with your current AI which primary concern is to mirror your moves, it's mostly just a matter of playing the middle and building on it and killing all the stones around it (especially since you can take groups anyway), makes it rather trivial.

Of course, doing something with all this is going to be a challenge as the game rules hardly accomodates an AI's way of thinking, but it's kind of needed for it to feel like go. (reducing the size to a 9x9 board usually makes it a little simpler).

As for CPU resources, I'm not sure, that would probably depend on how you've programmed it. Is it properly event driven? Java is my strongest suite, but I can't recall having had that massive cpu consumption when I programmed some event driven gui in java.

And I'm not entirely sure how I would have done the groups of stones problem myself, as I've never programmed a go game. An immediate idea that strikes the top of my head would be to check for adjacent stones after a move has been made, and then check if any groups it might happen to touch has any liberties left.

Your version doesn't support KO's either, and considers trying illegal suicide.

Java GO Game

Capturing groups of stones is something you should probably implement asap, yeah.
Something you might want to consider is some way of determining the influence of a single stone as well (this in terms of creating a stronger AI). This might aid you in creating a "scoring" function which is normally present in go software as well.

The game also suddenly quit on me and said the AI had won. I suppose this is also something which hasn't been coded out entirely yet (just noticed at second look at picture... you're limited to 50 moves?)

Something which you need to fix though, is it's usage of CPU resources. It uses too much of it. It should at least use less when it's window is not the active one.

Java GO Game

You mention needing java to play it... but I see no link for the game itself. Hard to comment on something like this without testing it.

also, the image tag is working fine, you're just not linking the picture properly.
when you click on your picture in your locker, you should use the link containing "file path" in the image tags. i.e. http://rpgmaker.net/media/content/users/1503/locker/screenshot.png in this case

btw. How good are you at go? Maybe we should play sometime

The Curse of Cpt. Loveless

At the moment rather slowely, lot thanks to more busy days on my end.
Also, a lot of the engine was rewritten to utilize the DynRPG SDK for increased performance and other possibilities, so that added up a little on the development time as well.

As it stands now, most basic functions are fully functional, and a rather large part of the first stage is also done.
Soon enough, it should get haunted by the Final Bass. I'm looking forward to that bit

[OVER][Contest] DynRPG Plugin Programming Contest - Win Amazon Gift Cards! - NEW: Pathfinding plugin submitted!

For something like that, I would recommend dealing with the collision and graphic seperately. by tweaking the particles parameters, you should be able to make shapes which allows for hit detection by eventing.

Let's say you have a particle beam. Just having a parallel event running in the background checking if the player are within the coordinates of the beam would be sufficient, by screen relative coordinates if high accuracy is needed.

For circle based explosions, the best way to go about it would be to check the radius between the center of the explosion and the hero, to determine if it's within the "explosion circle". Again done with events, rather than having every single particle try to detect collisions.

[OVER][Contest] DynRPG Plugin Programming Contest - Win Amazon Gift Cards! - NEW: Pathfinding plugin submitted!

author=King of Games
Can you do accurate collision detection despite the fuzzy nature of the effects generated by the particle system?


Not as it is now, and for efficiency reason I'm probably not going to for the general plugin either.
If there's anything in particular you'd need hit collision for the particles, you could tell me about it, and I can take a look into whether I can make the adjustments needed for it, if the idea is feasible that is.

Engine list updates

author=Archeia_Nessiah
as far as I remember rm2k3 runs at 30 fps, not 60 O_o


I'm curious as to why it's believed to be 30 fps (wondered when I saw the claim in the rpgrage comic). Fraps tells me that rm2k3 is running at 60 fps.

[OVER][Contest] DynRPG Plugin Programming Contest - Win Amazon Gift Cards! - NEW: Pathfinding plugin submitted!

author=gadesx
videos


Nice to see the plugin put to good use

[2k3] Tap an arrow key to face direction without moving?

Legend Of Zelda Move Puzzle Help

Click me

Using this as basis, you should be able to recreate such a puzzle by checking for specific event ID's