Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Cool! Pretty sure this topic got spammed this morning but I can't remember. It's fixed now and that's all that matters.
just to know, did you consider my bot idea?
*drumroll*
Our winner is... Bobithan! With the "moving/aprearing" worlds concept!
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i liked that one. i think it'd be the best idea for a bot, cause it'd be funny to see nubs getting dropped of the edge 1bigsmile1
awwwww,congratulations Bobithan,this sucks,does he get the bot
Thought that one would win it, now I can start thinking of additions for that :3.
@DQIX, yep :3
@Nothingishere2, yes, feel free to think of extra gameplay ideas!
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an extra of bobithans idea,the platform can also go up or down,not just side to side,so if you dont jusp when the platform goes up,you;re stuck in the middle and you wait until you fall down.Uh Uh
make a rpg bot
If I understand Bobithan's idea correctly, it would definitely work best in an ultra-wide world, although for it to be continuous, you would need walls of portals at both edges of the world.
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If I understand Bobithan's idea correctly, it would definitely work best in an ultra-wide world, although for it to be continuous, you would need walls of portals at both edges of the world.
Ive been thinking about the size needed, it would need some beta testing to see how far it would normally reach before a winner is declared, Using portals it could work for any, But theres concern on how it would flow.
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I would like to pose a suggestion that might work for Bobithan's moving world idea. This is just one possible form the idea might take. So...
Color Key
Gray=Level Boundaries
Green=Level Spawns (I just put them in the corners)
Red=Gravity Dot filled waiting area
Black=Grid for the ready made minis/world pieces
White=Empty Space (Just ignore it)
Blue=Portals to send out the losers and to create continuous play
Yellow=Walls to prevent players from entering portals after they lose
Light Blue=End portals where players who lost appear
Pink=World Piece 1
Brown=World Piece 2
Orange=World Piece 3A
Light Green=World Piece 3B
Purple=Easy Access to move into other world pieces, already put into every world piece
Level Explanation:
In this layout players are spawned in one of the four corners and await the start of a new round. When the round is ready, the bot creates a world piece somewhere on the grid, deletes the corner spawns, places a spawn in the world piece, and resets the map so players appear in the world piece. Each world piece could have 4 possible exit points, located as the the cardinal directions, to get to a neighboring piece. The bot could always seal off any of the exits if a piece doesn't neighbor the current one, or you could leave it open to add more of a challenge. Like Bobithan's original idea, the players will have a set amount of time to reach the next world piece before the current one(s) are deleted. As in my illustration's example, players are in world piece 1 and must move to world piece 2 located right/east of it. After reaching world piece 2, world piece 1 is deleted. In world piece 2, there are two possible exits! Players choose either right/east or up/north. The choice doesn't really matter as the world piece they choose may link up with the other option's trail later, where another choice would occur. You could limit the bot to only having 2 world pieces on the board at a time or allow it to make more for my "path choice" suggestion.
Now for the portals. If a world piece's side does not directly neighbor a portal, then the portal will send players out of the grid. When a world piece does neighbor the portals, the bot changes the portals' targets to the portals located on the other side of the map, Pac-Man style if that helps clarify it. When only one player remains in play, the round stops and the bot displays a message such as, "_insert player's name here_ has won the round. Congratulations!" The round is then reset so that players are sent to the spawn area, and the process is repeated.
The grid could be moved to a corner so that you have more room for a real lobby and minis if you want, all you'd really need is a grid and ready made pieces.
So yeah, that's one example of how this bot could work. I can explain any of this more if someone is confused.
Last edited by nothingishere2 (Jan 3 2012 4:51:05 pm)
can i test Bobithians idea?
im gonna join......lol
If I understand Bobithan's idea correctly, it would definitely work best in an ultra-wide world, although for it to be continuous, you would need walls of portals at both edges of the world.
If it was a great saved world you can just not only go side to side, you can go up and down to.
If I am playing that level it would be more fun if there was not only on the side the bot is going on.
But that is what I should do (have a great world).
I've been thinking about creating an Autohotkey program that just runs through a bunch of MouseClick and Keystroke commands to manipulate a world, but it would take me a very long time. Perhaps I will try.
I've been thinking about creating an Autohotkey program that just runs through a bunch of MouseClick and Keystroke commands to manipulate a world, but it would take me a very long time. Perhaps I will try.
Im not a fan of macros, but thats actually how I started, If your gonna try that to get started, I suggest AutoIT.
Good Luck!
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Make like a "Trap Boss" trap = warning blocks with dots on- and use a pro spot easy isnt fun! see yaa
Make like a "Trap Boss" trap = warning blocks with dots on- and use a pro spot easy isnt fun! see yaa
I'm pretty sure this is a Gravedig? *le report*
If I wanted a bot, it would use a website to grab its data.
Last edited by main_gi (Jan 21 2012 3:09:20 pm)
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