Saturday, May 15, 2010

Baddies are jumpy

As I started testing for bugs, I realized that Baddies would jump to spaces they weren't supposed to be able to jump to. This usually happened after they dropped a bomb, so I figured I miswrote some code somewhere. Turns out that it's just that the explosion and bomb is being drawn OVER the baddy, so it appears the baddy has jumped, but really, he has just been moving under the cover of their green explosion. Sometime earlier, I fixed this problem with my player, but I don't recall how I did it....

Baddies Are REALLY Stupid

There's no way that I can create an smart enough AI that would actually compare to the real bomberman. Even with the random AI I have now, there's still no doubt they will probably kill themselves before you even get to them. To fix this, I've kind of cheated. I've made the baddy bombs only be able to kill the player (and I've indicated this by making their explosions green).

Wednesday, May 12, 2010

Baddy Movement

One of the hardest thing I've had to deal with is creating the AI for the enemy player. Yesterday, I was finally able to make the "baddy" interact with the walls and dWalls. Right now, every 50 loops, the baddy picks a random direction and moves that way. If he runs into a dWall, he drops a bomb. This is obviously not the most efficient way of doing it, but theres not much else I can do right now.