Alpha 12

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GFX47
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Alpha 12

Post#1 » 30 Jan 2018, 00:33

Changelog:

AI editor:
  • Select multiple nodes
  • Copy/cut/paste nodes
  • Make the whole node link clickable for deletion
  • Add nodes color according to target type

Campaign:
  • Randomized campaign maps
  • New campaign chapter

AI system:
  • Remove conditions other than counting or exist
  • Move target selector to actions
  • Instant tagging
  • Make attack actions invalid when target is out of range
  • Distance from closest resource selectors and filters
  • Distance from closest ally selectors and filters
  • Distance from closest enemy selectors and filters
  • Distance from closest ally base filters and selectors
  • Distance from closest enemy base filters and selectors

Game system:
  • Remove deadly arena borders

Match replays:
  • Selectable enemy bots
  • Remember last selected in AI debugger

Multiplayer:
  • Random map generation
  • Improve matchmaking

Misc:
  • Add more help buttons (linking to the wiki)

Fixes:
  • Fix "NEW" tag reappearing on main menu career button even when there's no new match
  • Fix favorite targets panel "new target" button
  • Fix camera "zipping" to bottom left infinity if all bots are dead
  • Fix ranked leaderboard activity check
  • Fix AI edition undo/redo not being saved

RC6 builds:

Warning: this build uses a new resolution engine version so Alpha 11 matches will be unplayable.

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Revenge
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Re: Alpha 12

Post#2 » 30 Jan 2018, 04:21

+1

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GFX47
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Re: Alpha 12

Post#3 » 30 Jan 2018, 09:55

Updated first post.

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GFX47
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Re: Alpha 12

Post#4 » 30 Jan 2018, 10:07

About multiple node selection in AI editor:
- on desktop: left click to select a zone, right or middle click to drag
- on mobile: single touch to select a zone, double touch to drag/zoom

Also single clicking/touching a node toggles its selection state.
Which means you can combine zone selection and node by node selection.

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Re: Alpha 12

Post#5 » 30 Jan 2018, 14:14

GFX47 wrote:About node selection in AI editor:
- on desktop: left click to select, right or middle click to drag
- on mobile: single touch to select, double touch to drag/zoom

Does that mean it's one-click nodes? That sounds super fast.

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GFX47
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Re: Alpha 12

Post#6 » 30 Jan 2018, 14:15

What do you mean?

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Re: Alpha 12

Post#7 » 30 Jan 2018, 15:01

GFX47 wrote:What do you mean?

I was asking if nodes open with 1 click of the mouse on desktop version.

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GFX47
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Re: Alpha 12

Post#8 » 30 Jan 2018, 15:15

You have to select it first.
If its the only node selected, clicking on it again edits it.

Did you actually try it?

pier4r
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Re: Alpha 12

Post#9 » 30 Jan 2018, 15:19

This alpha 12 is massive. Impressive gfx the amount of work that you are producing!
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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Re: Alpha 12

Post#10 » 30 Jan 2018, 15:21

Let's wait for feedback before celebration ^^'

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Re: Alpha 12

Post#11 » 30 Jan 2018, 15:28

Here's how the new AI editor works:

Image

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Kanishka
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Re: Alpha 12

Post#12 » 30 Jan 2018, 17:18

Looks good!
Fixes break an AI more than bugs do. :ugeek:

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Kanishka
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Re: Alpha 12

Post#13 » 30 Jan 2018, 17:26

There's an Undefined target in New Condition menu
Fixes break an AI more than bugs do. :ugeek:

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GFX47
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Re: Alpha 12

Post#14 » 30 Jan 2018, 17:32

Kanishka wrote:There's an Undefined target in New Condition menu


Repro steps please.

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Kanishka
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Re: Alpha 12

Post#15 » 30 Jan 2018, 18:19

GFX47 wrote:
Kanishka wrote:There's an Undefined target in New Condition menu


Repro steps please.


New Node > Condition
Fixes break an AI more than bugs do. :ugeek:

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mcompany
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Re: Alpha 12

Post#16 » 30 Jan 2018, 18:27

My few notes as of a few seconds:
1. Request: can I get more than just being forced to you two fingers to move around the screen? It feel really awkward trying to view a full AI the way things current is
2. Request: can we a setting in the options menu to turn off the Christmas Tree node coloring?
3. Action nodes don't quite fit on the screen in portrait mode
4. There indeed is an "undefined" target type when creating a new condition

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Re: Alpha 12

Post#17 » 30 Jan 2018, 18:34

5. Also, the Christmas Tree doesn't work well for colorblind people
6. The giant question mark hints are kinda in the way of using tags. How do I turn them off?
7. Why are we still limited to 1 tag/untag per tick?

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Re: Alpha 12

Post#18 » 30 Jan 2018, 18:52

mcompany wrote:5. Also, the Christmas Tree doesn't work well for colorblind people
6. The giant question mark hints are kinda in the way of using tags. How do I turn them off?
7. Why are we still limited to 1 tag/untag per tick?


I don't think GFX had enough time to change the untag/tag to more than than one bot. I put the request in literally 3 days ago.

See here: viewtopic.php?f=2&t=1293

mcompany
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Re: Alpha 12

Post#19 » 30 Jan 2018, 19:01

Number 7 is a bug: if a condition reads any info on tags, no other tags will get updated afterwards

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Re: Alpha 12

Post#20 » 30 Jan 2018, 19:19

8. I somewhat have an issue with walls not being a death plane since we still can't move towards a different wall, we still can't differentiate where it would be safe to go, and (more importantly), there is no "is touching" range so for players like me who don't want to stop a mile away from the wall, there's no way to know that I'm just sliding into a corner where I would eventually die anyways

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