CoHack - An Open Source Turn-Based Strategy Game

Show us your completed creations made in Construct 2

Post » Tue Sep 03, 2013 12:20 am

Out of curiosity I found the original shockwave game.. and I ended up playing it all day..

The levels are kept interesting with variation and it forces you to experiment with a lot of different tactics...
cool game
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Post » Tue Sep 03, 2013 12:22 am

@keepee, the original Shockwave game is truly a gem.

There are people who have expressed interest on the Internet for a modern remake of Spybot, and I intend to give it to them. It won't be the same game, but the mechanics will more or less be the same.

Also, here is the first video devlog for this project, which is now called CoHack!

[TUBE]rFFR2P2Q6Zc[/TUBE]Excal2013-09-03 06:29:57
Project Lead of Zems Online Card Game

Producer at Impulse Limited
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Post » Tue Sep 10, 2013 5:44 am

All issues concerning player program movement and parts orientation are now fixed.

I've also implemented program attacking, although you won't be able to test it due to the computer not having any behavior right now.



I've also deleted an entire family, reorganized code, added some functions to replace repeated tasks, and more. The .capx should be slightly easier to understand for people who might be trying to use it as a reference.
Project Lead of Zems Online Card Game

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Post » Fri Sep 20, 2013 6:43 am

Here's another update. The AI is slowly coming along, but it's not complete. However, this is significant progress, at least to me anyway.



The 'default behavior' is mostly implemented, but it only works for a single AI program. During the computer's turn, the AI will pathfind to the nearest player target, then pathfind again to find a series of moves, then move accordingly. At the end of the movement, attack highlighting occurs, which is what you see in the picture.

The .capx is mostly commented, but a lot of it is very complex and potentially confusing. I apologize to anyone who might be using it for reference at the moment - I will clean up the events and try to optimize some of the tasks once I am completely finished with the AI behavior.Excal2013-09-20 06:43:40
Project Lead of Zems Online Card Game

Producer at Impulse Limited
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Post » Fri Sep 20, 2013 7:46 am

I have but one complaint: you compiled the game in the latest beta release. 120 mb is a big download for me. Other than that, I'm going to try to learn from your program, and maybe even create Checkers in Construct 2.
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Post » Fri Sep 20, 2013 7:52 am

The beta releases have this thing called a debugger. It has sped up my development progress significantly, and I don't see any reason not to download it.
Project Lead of Zems Online Card Game

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Post » Fri Sep 20, 2013 7:55 am

It's still a twenty minute download and it has yet to complete as I write this post.

As an inquiry into your workflow, how does it speed up your development process?
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Post » Fri Sep 20, 2013 8:38 am

The debugger feature is Fantastic - especially for arrays.
Cohack is looking fantastic better and better each time I see it

Edit: Just found this, makes for some interesting reading.
http://gamedev.tutsplus.com/tutorials/implementation/how-to-use-voronoi-diagrams-to-control-ai/DUTOIT2013-10-08 20:59:18
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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Post » Tue Oct 29, 2013 9:39 pm

Hey there dude , long time no see , any progress on this ?
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Post » Wed Oct 30, 2013 6:22 am

@Whiteclaws - He is stuck on AI - no takers for developing it in paid section.

Would be great if @Excal could write exactly what he wants the AI to do, I think at the moment it seems a bit intimidating. Break it up into sections/tasks.

I'm sure there are enough heads to figure it out.DUTOIT2013-10-30 06:22:54
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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