Re: new page

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[your page]
Nice layout. But not much behind links is there ?

>Secondly, is there anyone out there actually actively participating in
>any pixelbot projects?  I'm know there is, but seeing as the pixelbot
>mailing list is dead, with nothing since the end of Nov... it's kinda
>hard to get in contact with anyone =)

Im currently still working on a new version of BotMatch. However, its not
yet usable. Its suppose to be a completely working tile-engine, with sprite
management, etc. Actually that part is quite finished (its now up to Pete
tweak and add a few little things to Neil). First I will make a botmatch
arena simelair to the botmatch thingie I posted to RDS' site.. and then I
will see if we can have fights, etc. Im planning to also support a
user-controlled bot. So, the AI of the other bots should really be a
chalance. Currently, the botmatch routines available at my site
 http://www.xs4all.nl/~nieuwen/ ) has all the graphics working ok (except
for a few graphical glitches due to the fact I have to use my own
wait-retrace, since Neil has none) and has one smart bot (Lucius'
WallTracker II) which just follows the wall as if there would be door
somewhere and one user-controlled bot. Im esspecially proud at the smart
scrolling and keyboard handling. For example the arrows keys should return
all pressed events, while a 'toggle' key, should have a delay. I made
event.e to handle this using Micheal Bolin's keyhandler.

>Which is actually one of the goals of my web page, to kind of have a
>central location where people can look at other people's pixelbot code,
>and get into contact with other participants, if they so desire.

I'm planning (as Hawke had observed) to have an FTP open (almost all the
time) at certain hours, where people can upload botmatch stuff, and make
huge clans. (I am thinking of a system, where nobody actually has to be
permanently online. When the current server goes offline, the player that
was online the longest takes charge. And if there is no server online (and
thus no players) the first player becomes the server, awaiting others). I
was thinking, maybe I can use some kind of dynamic link, or a CGI-tricky.)

Im planning to have the botmatch fights in the line of a multiplayer game,
where you have one user controlled bot and several bots which you scripted
and can control a little as well. Thats really up to player. (its codable)
And if the above was true it could be that everybody hosts their own piece
of level/arena.. their personal hideout. However the server adds a lot of
public space. This would mean you can make/create your own area the way you
want it.

Ralf

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