Search found 27 matches

by Echo Blue
21 Feb 2017, 22:54
Forum: Events
Topic: Google Play Indie Games Contest (London, 16/02/2017)
Replies: 17
Views: 1739

Re: Google Play Indie Games Contest (London, 16/02/2017)

Gladiabots appears at 1:06, start at 1:04 or so.
by Echo Blue
14 Feb 2017, 01:16
Forum: Feature Requests
Topic: ai sensors/directions?( for random maps)
Replies: 58
Views: 5818

Re: ai sensors/directions?( for random maps)

I mostly wanted this so that I have a better retreat (if attacked from X directions, retreat to Y direction). But if you implement that "Team" detection or some other type of averaging to the flee/chase commands, this thread may end up being moot. Secondly, a way to ignore attackers if I a...
by Echo Blue
13 Feb 2017, 17:15
Forum: Feature Requests
Topic: Condition "Is Self Flanked"
Replies: 9
Views: 964

Re: Condition "Is Self Flanked"

+1
by Echo Blue
11 Feb 2017, 03:17
Forum: General Discussions
Topic: Le Elevator Pitch
Replies: 46
Views: 3600

Re: Le Elevator Pitch

You could ditch "competitive" all together and get straight to the point.
"Gladiabots is a multiplayer tactical game"

Less flowery words for a more clearer message.
by Echo Blue
09 Feb 2017, 18:22
Forum: Feature Requests
Topic: More tags
Replies: 13
Views: 924

Re: More tags

...long scrolls are first annoying second a source of miss-clicks. If you develop on the computer mostly, you cannot understand what I mean. I'm someone who knows what you mean. I got into the game via Android first, then PC. I try to avoid building on my Android tablet now because of the limitatio...
by Echo Blue
08 Feb 2017, 02:48
Forum: Feature Requests
Topic: ai sensors/directions?( for random maps)
Replies: 58
Views: 5818

Re: ai sense of direction.

Created blank radars for you all:
ImageImage

Gallery with all of them +1 more I didn't bother showing: http://imgur.com/a/3V5LT
by Echo Blue
07 Feb 2017, 23:40
Forum: Feature Requests
Topic: ai sensors/directions?( for random maps)
Replies: 58
Views: 5818

Re: ai sense of direction.

Thank you! : )
I've been thinking about this topic, and I felt abit creative today so I opened up Inkscape.
by Echo Blue
07 Feb 2017, 22:34
Forum: Feature Requests
Topic: ai sensors/directions?( for random maps)
Replies: 58
Views: 5818

Re: ai sense of direction.

This? (Now with Ranges included!)
Image
Image
8 directions total.
Some Combinations:
FL or FR or F = 180 Front
BL or BR or B = 180 Back
FL or BL or L = 180 Left
FR or BR or R = 180 Right
by Echo Blue
07 Feb 2017, 21:23
Forum: Off topic
Topic: Interesting math/logic games
Replies: 1
Views: 420

Re: Interesting math/logic games

I played this game once a long time ago: Pragmatica by HiVE I can't say if I liked it or not. :/
by Echo Blue
07 Feb 2017, 21:11
Forum: Feature Requests
Topic: ai sensors/directions?( for random maps)
Replies: 58
Views: 5818

Re: ai sense of direction.

Like this:
Image
When Stacking/Combining Conditions:
Image
by Echo Blue
06 Feb 2017, 22:35
Forum: Feature Requests
Topic: ai sensors/directions?( for random maps)
Replies: 58
Views: 5818

Re: ai sense of direction.

I think Directional Conditions would be a good idea. It would also pair very well with the request for flanking (Directional Movement) features. Although, my first question is about the arc ranges. From the picture: http://i.imgur.com/nqQEXyU.png All the Arcs are 90 degrees. This is fine for one dir...
by Echo Blue
01 Feb 2017, 14:00
Forum: Off topic
Topic: Spam bots
Replies: 2
Views: 440

Re: Spam bots

But they said they are nice humans :lol:
by Echo Blue
31 Jan 2017, 21:23
Forum: General Discussions
Topic: Your thoughts on the tutorials?
Replies: 16
Views: 1743

Re: Your thoughts on the tutorials?

Maybe add a "Flee" AI to the default starting AI's. (They are indirectly related) Also, what about including a "putting it all together" segment, perhaps jumping into the first mission w/ the user making an AI including all that was covered from the tutorials (Attack, Flee, &...
by Echo Blue
30 Jan 2017, 20:15
Forum: Bug Reports
Topic: Player name with special caracter?
Replies: 2
Views: 458

Re: Player name with special caracter?

It even breaks links here! XD
by Echo Blue
26 Jan 2017, 14:16
Forum: Feature Requests
Topic: New node : exit current subtree
Replies: 5
Views: 670

Re: New node : exit current subtree

pier4r wrote:...I would still prefer self filters instead of making 8 nodes about health and shield.

Yes please. Perhaps it could be covered when target refractoring gets done.
by Echo Blue
25 Jan 2017, 14:37
Forum: Feature Requests
Topic: Reduce number of maps
Replies: 7
Views: 701

Re: Reduce number of maps

Why were other maps not included / removed from Career?

Besides 3-way maps, Teamplay, & Starving.
by Echo Blue
25 Jan 2017, 03:33
Forum: Manual
Topic: XP / Player level
Replies: 72
Views: 19402

Re: XP / Player level

... if so, then there should be mega bonus points when you beat someone who uses those additional items... to encourage the newer users to fight onward, and not just play cannon fodder until they get to the next level... I second this. Generally, when it comes to XP, you should always be rewarded f...
by Echo Blue
25 Jan 2017, 03:05
Forum: Strategies
Topic: ♥ Replay alley ♥
Replies: 177
Views: 22198

Re: Replay alley <3 [hot!]

215415
[2017-01-25 02:55:37] EchoBlue (1176 +19) VS Zwobot (1260 -19) on Circle of Death [League 5]
Done w/ Assaults Only and No Adv. AI (Current Action Filters)
...and I was awarded with Lvl 3. :D
by Echo Blue
23 Jan 2017, 21:43
Forum: Questions
Topic: MP: Both Teams, Same AI, One Wins?
Replies: 29
Views: 2443

Re: MP: Both Teams, Same AI, One Wins?

I think that's what is happening. At some point during the bot's pushing each other out of the way, a deviation occurs which causes the match to tilt in favor of one side. It's not due to a bug or RNG, but by the Unity Collision engine itself.
by Echo Blue
23 Jan 2017, 20:39
Forum: Questions
Topic: MP: Both Teams, Same AI, One Wins?
Replies: 29
Views: 2443

MP: Both Teams, Same AI, One Wins?

So in Testing Meeting Point I gave all the AI's the same AI and ran it. White Side always wins. It's not a Random Bug because all the movement's are the same every run. What causes this?

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