>if (player==heal){
>longrangeattack().execute }
Dog ass game fr fr
If (player==heal){
Other urls found in this thread:
github.com
twitter.com
>game is supposed to be hard
>some dude beat the last boss basically naked
absolute state
>fr fr
OP ingame
>enemy uses common sense tactics instead of being a punching bag
>omg no fair!
the absolute state of Yea Forums
By dodging every move, parrying flawlessly, perfectly timing heavy attacks to break poise.
Yeah super easy.
bruh, just walk back a bit more.
But Genichiro doing it is fine though
Btw that code is bad
dilate
That's not what code looks like.
demon's souls enemies doing it is fine btw
>common sense
>input reading
Come on user. People would be fine if it wasn't implemented in the worst way possible. Take for example how many enemies react to spells/arrows. They don't react to the projectile. They react to you pressing the button.
Its gay and cringe and [buzzword] tbqh senpai
>if (player != waitForOpening){
>punish().execute }
anyone feel like AI in videogames has completely stagnated compared to other aspects?
I feel like enemies get dumber and dumber rather than smarter
because complex AI takes up precious resources that could be used on muh graphics, and that one fag said dumb AI is actually more fun and everyone believed him
>host gets mollywhopped
>again
literally artificial difficulty
Imagine a game like Elden Ring but every enemy encounter you train an algorithm in the background with machine learning that improves the last boss' AI.
>if (player==dogshit){
>4chancopethread().execute }
I put reading needs to be removed.
It's not even that bad honestly, most generic enemies don't do shit when you start chugging and all the ones that get shown in webms that do (ie night cavalry, godskin) have so many attacks that are free heal windows if you're far enough away it shouldn't matter. I never would've known it was a thing if not for the handful of webms of people obviously going out of their way to experiment with and manipulate the AI.
>identifier begins with a numeral
You fucked up
>and that one fag said dumb AI is actually more fun
I mean doom 1 and 2 have basically non existent AI and those idiots are still fun to kill almost 30 years later
are you retarded?
if player is an object then comparing it to a state is absolutely retarded and will never return a true condition
here
>if(Input.is_button_pressed("useItem")){
>Enemy.ranged_attack(Player.position());
>}
lmao
Let's be real, it's gonna be checking for a "heal" animation currently playing on the player character, not the state of the button
im a programmer
dilate
You're a shit programmer then.
>Everyone telegraphs their attacks
Sooooo hard.
I'll go back to playing Quake.
>it's gonna be checking for a "heal" animation
this makes no sense my man
checking for a button press is infinitely easier
>hard coded string parameter
cringe
>and that one fag said dumb AI is actually more fun and everyone believed him
This is literally true. In fact if they had made the enemies dumber and react more slowly to the player's actions there would've been less complaints. It is insanely easy to make an AI that is "smarter" than the player because they have complete information. Making them fun to play against is a balancing act, which Fromsoft arguably failed.
The way the enemies react instantly and consistently makes them feel artificial, not the "complexity" of their AI.
>because complex AI takes up precious resources that could be used on muh graphics
AI for video games really doesn't need that much CPU power, and the graphics are done on the GPU anyway.
>make the boss check every frame for a button being pressed
>check every few frames for a long animation being played
One of these is less of a bad idea
The real question is do you get paid to do it?
The boss is subscribed to the player drinking event and nobody has to repeatedly check anything
I'm just going off the spec
That's not the same thing as "if (button == pressed)"
So? Neither is checking the animation.
>make the boss check every frame for a button being pressed
way less resource intensive than you think
the game is already checking for collision on every hitbox every frame
You forgot to get good again huh discord troon?
>Common sense
yeah the AI should just be able to perfectly counter all of your actions lol it's just common sense.
90% of programmers can't even solve a fizzbuzz by themselves
>fr fr
Yes, go back to tranimal crossing if you don't want to be minimally challenged
I'm a game programmer and can confirm. People who programs games are not good programmers. I think it's pretty clear when you look at triple a games.
The enemy has a list of targets that it can act against and checks for states that were set on action execution, not the button press per se.
I'm a programmer and I have and can solve fizzbuzz, of course. That said, on the job I would never solve fizzbuzz because I would just research what the best solution for my use case is an go with that instead of making a naive guess.
>enemy reacts to your actions
INPUT READING INPUT READING INPUT READING INPUT READING INPUT READING
>the only way through is git gud, as it supposed to be
Git gut casul faggot
>game reacts to your actions
INPUT READING INPUT READING INPUT READING INPUT READING INPUT READING
"Solving" fizzbuzz is literally just understanding what % means.
And this is the best solution
github.com
>you need dodging, parrying, positioning yourself, learning patterns and punishing openings to beat the game
>or use magic or summons and beat it anyways
WTF?????? THIS IS TOO UNFAIR I WANT MORE CINEMATIC SIMULATOR GAMES!!!!!!
Nice command retard
>post a pony
>barney reacts immediately
INPUT READING
>if (enemy input=1)
>rollspan().execute}
>check (good_goy)
>if good (good_goy=1)
>onions reward().execute }
>programming joke op
>dread opening thread knowing what's to come
>full of retarded yanderedev tier posts
ISHYGDDT
>redditsave.com_dude_is_just_bullying_me-mrbgz1ot6gp81
hmmmmm care to explain, user?
What does the 4chancopethread method return?
A man is only as good as the REPL he always keeps open
none of this would be a problem if inputs didn't queued couple with a delay and inability to cancel animation that is less than 30% executed.
>Object.Function().execute
>>>>>>>>execute
"longrangeattack().execute"? lol op cant code
>This is literally true.
No it isn't
>In fact if they had made the enemies dumber and react more slowly to the player's actions there would've been less complaints
This would be the exact same AI, not better or worse, just balanced different.
>It is insanely easy to make an AI that is "smarter" than the player because they have complete information.
This isn't good AI either, look at something like FEAR for actual good AI. And no it isn't insanely easy to make AI like that, that's why we don't see it anymore. This is true for making quick and dirty AI, not for making actually good AI.
>The way the enemies react instantly and consistently makes them feel artificial, not the "complexity" of their AI.
I'm not even talking about ER specifically here, user asked a general question, I gave a general answer.
>AI for video games really doesn't need that much CPU power
Current implementations don't, because we don't get complex AI
>and the graphics are done on the GPU anyway.
If you really want to go far with good AI you will need to run it on GPU as well, hence why they don't do it.
>common sense
>cheating
reminder that if you can't code you are literally sub 80 iq
>If you really want to go far with good AI you will need to run it on GPU as well, hence why they don't do it.
"AI" in video games isn't the same as "let's use a neural net to model some data" AI
>the way to beat their bosses is too learn their moves, wait until they open themselves for attacks and going for it
>now bosses do the same with you so you need 10 extra points in IQ to look for attack windows
Uhhhh this is NOT okay sweaty
now I have to look for heal windows too tganksbto the foreskin apostle
user, I understand you're a bit of a retard but you don't have to tell me obvious things. Not the "go far" bit? That's in reference to actual neural networks. But even without going that far a complex system for AI will take up quite a bit of CPU power.
You can't have a boss AI which responds to Estus chugs with an attack but responds too slowly to actually punish the chug. If you do that then you've just created an optimal strategy of deliberately chugging in order to bait a specific move out. If the player can manipulate the AI to do a particular ability then that ability needs to be something the player does not want to trigger, otherwise your shit is all retarded.
There are far worse problems with ER's enemy design than hard coded chug punishes.