Hello everyone! :) I like Mazes and Labyrinths. My Maze program "Daedalus" (see Daedalus Engine, or my homepage link) works with them in several ways, including as a platform for several games based on Mazes.

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Cruiser1
Cruiser1 22hours 6mins ago replied:

Tributes needing water would require adding a thirst level parallel to the existing hunger level. There would need to be water bottle objects, and/or a way for tributes to drink directly from water squares. That in turn would suggest having some water needing purification, through purification tablet objects or some way to boil it.

Age is an interesting way to add flavor to a tribute, similar to the different hairstyles tributes already have. Age could potentially have a game effect, in that older tributes are seen as stronger. Tribute height is a stat that could be visible when playing the game, in that it would affect the height of each tribute token in the arena. :)

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jul 3 2015, 8:41pm replied:

Yes, preparation would add a whole new dimension to the Games. :) It would be cool if you could customize characters, and allocate points to areas such as plant identification. These stats should have actual game effect, such as giving a warning if you try to eat Nightlock.

A high training score would presumably make you appear stronger. Currently being "strong" relative to others (which means having lots of health and wielding a good weapon) makes them willing to ally with you more often. Although it would be nice if a low training score could be useful too, such as make you seem less of a threat and be targeted less often.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jul 1 2015, 8:41pm replied:

Version 3.1 is much easier to modify than 3.0 and before. :) The version 3.1 "hunger.ds" file is more understandable, with most statements on their own lines, indenting, and blank lines to make everything more readable. Basically check out the new hunger.ds if you haven't already. :)

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 30 2015, 7:53pm replied:

The Hunger Games Simulation is a human readable text script file named "hunger.ds", which is interpreted by the Daedalus engine. That makes it easily modifiable. A significant enough modification could potentially be uploaded to moddb.com as an independent release. :) Anyway, did you upload your own modified hunger.ds file somewhere, and if so what's the link to it?

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 29 2015, 9:29pm replied:

Yes, Guns are an item in the game. :) By default a Gun can only be obtained very rarely as a sponsor gift (and only if you're at full health and food). You can also adjust the values in the "all settings" command (";" hotkey) to make Guns available at Feasts, in the Cornucopia, or even out in the wild if you like.

Guns are effectively energy pistols, which create Bullets when fired (they have unlimited ammo) and the Bullet objects disappear afterward. Therefore a static Bullet object by itself isn't useful, and can only appear when creating random items in Audience mode.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 18 2015, 4:20pm replied:

Glad you're liking it! Hee hee, you said it's "a-Maze-ing", which is appropriate since the game is built on the Daedalus Maze generation engine. :)

+1 vote   download: Hunger Games Simulation (Daedalus 3.1)
Cruiser1
Cruiser1 Jun 13 2015, 2:30pm replied:

Remember that on many modern Netbook type laptops, the function keys (F1-F12) require you to press "Fn"+"F1" to trigger the function key, instead of just pressing "F1" by itself. (That's because most of the function keys by themselves trigger things like laptop brightness. The "Fn" key is like "Shift" and on the bottom of the keyboard.) Almost all Hunger Games commands have a standard keyboard hotkey shortcut, so you can also use that method if getting keys like "F1" to trigger is still elusive.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 12 2015, 2:39am replied:

Spoiler: You can't escape the arena through the forcefield in current versions. Your earlier idea is more accurate concerning location, however your most recent idea is more accurate concerning what you need to do there. :)

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 11 2015, 1:17pm replied:

Opening a launch tube in Audience/Gamemaker mode is very easy, because that's effectively "God" mode and you have the special Audience mode commands available as described at Indiedb.com - However, opening a launch tube as a tribute during a game is much harder. :)

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 11 2015, 1:13pm replied:

In Catching Fire, the tributes escaped through the sides of the arena by bringing down the forcefield. However, if you could reopen a launch tube, you could definitely escape down through the floor of the arena. :) Escaping from the arena is the main task to get the "Mockingjay" achievement in the game: Astrolog.org

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 8 2015, 6:37pm replied:

No, you've successfully downloaded. :) You're seeing the Daedalus Maze generation engine that the Hunger Games Simulation uses. Once installed, to play select the "File / Run Script / The Hunger Games" menu command from inside Daedalus. Or from the Windows desktop select the icon "The Hunger Games" in the "Start / All Programs / Daedalus / Scripts" program group.

+1 vote   download: Hunger Games Simulation (Daedalus 3.1)
Cruiser1
Cruiser1 Jun 8 2015, 6:25pm replied:

Indeed, it would make sense to start with an introductory frame labeled "The Fallen", like how the first movie does. If a new command to view messages from recent turns were added, that would way a way to avoid missed messages too.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 7 2015, 12:48pm replied:

Yes, sound effects would be a good addition. :) The download is currently only 1.4M, so there's plenty of room for audio files. Other nice places for sound would be trumpets when you win, and a sound effect when hitting or being hit by a weapon, e.g. slashing sound for sword, chopping sound for axe, etc.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 7 2015, 12:45pm replied:

Yes, although I don't have time at the moment, so it might be several weeks before it appears. The version 2.5 and 3.0 videos didn't appear right away either.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 6 2015, 10:59pm replied:

Yes, AI avoids all three hazards with a 90% success rate by default, i.e. only a 10% chance they'll fail to notice it. You can change this percentage with a command line: Press "Enter" and type "@STrap 20" (minus the quotes), and the fail percentage will be increased to 20%.

+1 vote   media: Hunger Games - Island Arena
Cruiser1
Cruiser1 Jun 6 2015, 10:53pm replied:

What was the exact text of your pop-up error message? The "All Setting" command requires entries in a certain format. Variables are only A-Z and a-z, and they can only be set to positive numbers, so for example "A-10" will give an error (because "-10" is invalid), as will "@10" (because there's no "@" setting).

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 6 2015, 10:17pm replied:

High level arena types (such as "F" for Forest, or "U" for Ultimate) as selected through the "Shift+F2" command, are each implemented by changing a subset of the 52 low level variables in "All Settings" appropriately. Therefore changing the arena type may clobber settings you've altered in All Settings.

However, if you don't change the arena type, then the All Settings values shouldn't change. In fact, if you change a low level setting that's controlled by the current arena type, the game will notice that, and the arena type will be turned off for you, i.e. the arena type in "Shift+F2" will be blank which means don't touch any settings for future games.

If you're not changing the arena type, and a low level setting is still getting changed, then I'd be curious as to the steps you took to encounter that. In other words, after changing "e", what exactly did you do in your next game or two, and at what point exactly did "e" get set to 0?

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 6 2015, 9:59pm replied:

My statement above is accurate. :) It is true that, "Successfully allying with one person (through you giving items or you using the propose alliance command) makes you an ally with their District partner and other allies as well." However, that only makes YOU an ally with their District partner and other allies, and it doesn't create any new allies for your District partner or for your other allies. The issue with your game is it happened in reverse: The D4 Girl offered an alliance to you, which made the D4 Girl allied with you and your District partner. She got in YOUR alliance, but you didn't get in HER alliance. :) That means to get in with the Careers, always requires the new person to give or propose to an existing Career, and not the other way around.

+1 vote   download: Hunger Games Simulation (Daedalus 3.1)
Cruiser1
Cruiser1 Jun 6 2015, 9:51pm replied:

In the hunger.ds file, the line starting with "SetStrings %ZNameB" contains the random tribute names. There are 5 names per position, i.e. 5 D1 Female names, then 5 D1 Male names, and so on until finally 5 Mutt names. You can't add or insert names without reprogramming other parts of the script, but you can change/replace names. 5 names per position means you can't have Games with more than 10 tributes per District before names start getting repeated.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 6 2015, 3:35pm says:

The custom arena above comes with the download. :) To play in it, copy the file "hunger.bmp" from the "source" subdirectory of the Daedalus install up one level, which will make the Hunger Games script notice and load it. For best results, in the ";" key all settings command paste in "A3C1D12E0F2G1H4I3L1M1O3Q1S100T1U25V1Y2Z0" so other settings look as above.

For custom bitmaps in general, if the file "hunger.bmp" exists in the same directory as the Daedalus executable, then it will be loaded when the game starts. The size of the arena will be taken from the dimensions of the bitmap (which should be square). Inside the bitmap, pixels are interpreted as follows: Green = Tree, Light gray = Mountain, Red = Brick wall, Blue = Water, Yellow = Wasp nest on ground, Olive = Net trap on ground, Black = Primary ground cover, White = Secondary ground cover, Gray = Rock ground cover. For example, given setting "A3", the primary ground cover will be grass, and the secondary cover will be sand (however with setting "A0" the only ground cover available is snow, so both black and white pixels will appear as snow). Other things such as the placement of tributes, the cornucopia, items, and hills are determined by standard program settings independent of the bitmap. Because only a few colors are used, a standard 16 color Windows bitmap is enough to cover them.

+1 vote   media: Hunger Games - Custom Arena
Cruiser1
Cruiser1 Jun 6 2015, 2:52pm replied:

When you initiate an alliance, you (but not your District partner or other allies) are made an ally of the person you asked (and are added to their other allies). For example, if you give or propose to a Career and are accepted, then you're in with the whole Career alliance, but your District partner is still neutral to all the Careers. The reverse happens if a Career proposes to you, in that you're only with that one person, and not the whole Career alliance. Therefore after the above you were only with the D4 Girl and not the other Careers, which is why the others were attacking.

+1 vote   download: Hunger Games Simulation (Daedalus 3.1)
Cruiser1
Cruiser1 Jun 6 2015, 1:09pm replied:

Internally, Mutts are a type of tribute, technically from "District 14", just with some different graphics and AI behavior. That's why you can play as a Mutt. Note you can even tame Mutts by giving them items. Mutts won't pick up items on their own, but they will use things like First Aid, armor, and even weapons better than their Teeth if given them. :)

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 6 2015, 1:01pm replied:

AI Mutts intentionally don't need food, so they can spend all their time attacking/hunting tributes, instead of having to run around searching for Berries and such. Similarly, AI Mutts never pick up items. However, if you play as a Mutt yourself (select "District 14" to do so) then you are treated like a player so have a hunger meter, and therefore are allowed to pick up items.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 6 2015, 12:54pm replied:

Mutts always start out in the corners of the arena. Their initial waypoint is to go to an adjacent corner of the arena, which keeps them in the wilderness away from the Cornucopia for a while. After they reach the adjacent corner (or are blocked and they realize they can't get there) then they roam randomly looking for tributes to maul. Mutts don't work as well in Maze and Mountain canyon arenas, because there's enough obstructions to get them caught in dead ends and box canyons, and not be able to escape the lava. Use the map ("Tab" key) to check where the Mutts are if you're not seeing any near you.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 6 2015, 12:29pm replied:

Yes, normally without Nightvision Goggles AI can't see tributes or items in the distance. However, one exception is that tributes they consider "enemy" can be detected in the darkness, as if it were still day. That's for gameplay balance, to prevent you or a computer tribute from attacking at night from a distance for free, with the target not knowing the direction the attacks are coming from and not being able to respond. The D8 tribute above was probably already your enemy, perhaps because one of you took a swing at the other during the Bloodbath, so they stayed "aggro" on you and can keep detecting you.

+1 vote   download: Hunger Games Simulation (Daedalus 3.1)
Cruiser1
Cruiser1 Jun 6 2015, 2:10am replied:

Yes, freeing somebody from a Net is worth 5 alliance points, the same effect as giving a Trident or First-Aid Kit, which is enough to update their feeling category by one. :) A great way to make a new ally, or improve an existing alliance to almost ensure they never turn on you (because they like you better than others, so will turn on others first).

+1 vote   download: Hunger Games Simulation (Daedalus 3.1)
Cruiser1
Cruiser1 Jun 6 2015, 2:04am replied:

Actually, successfully allying with one person (through giving items or using the "propose alliance" command) makes you an ally with their District partner and other allies as well. You basically get yourself added into their alliance group. If you attack your ally's District partner, both your new ally and your target will dislike you. That's because tributes start out "close allies" with their District partner, so if they see two of their allies fighting they pick sides with whoever they like more, which is usually their partner over somebody from another District.

+1 vote   download: Hunger Games Simulation (Daedalus 3.1)
Cruiser1
Cruiser1 Jun 5 2015, 10:19pm replied:

The firewall moves inward from the four edges of the arena, and stops when it reaches the circle of launch platforms, leaving a bounding square around the circle (see its behavior on the "Tab" key map). If the launch platform radius (setting "U") is large, then there may be significant area in the four corners outside the circle of platforms in the wilderness, but still inside the stopped square of fire.

+1 vote   game: Hunger Games Simulation (Daedalus)
Cruiser1
Cruiser1 Jun 5 2015, 9:53pm replied:

Use the "move forward" command (Ctrl+f) to free a tribute from a Net. This behavior is documented more in the advanced commands section at Astrolog.org

No, the Net and Wasp ground placements ("t" and "w" settings) can't fall below 1% density. I'll see about allowing finer control in a future version. For example, instead of t1 to t100 for 1% to 100%, it should be t1 to t10000, for 0.01% through 100.00%.

+1 vote   download: Hunger Games Simulation (Daedalus 3.1)
Cruiser1
Cruiser1 Jun 5 2015, 6:26pm replied:

Indeed, I've been considering a command to show messages that have appeared on previous turns. I too am often running around when some message flashes at the top of the screen, but by the time I'm able to stop it's disappeared.

Yes, you can knock down a tracker jacker wasp nest without getting stung, if you're 2 or more squares away from or above its impact point. The best way to do that is be clinging to the side of an adjacent tree or mountain, such that the base of the tree with the nest is 2 squares below you. That way you can chop it down without falling yourself (like Katniss did) and potentially sting other tributes nearby in the process. :) District 7 with an Axe can make good use of tracker jackers offensively, because they can cut down trees in one turn.

+1 vote   game: Hunger Games Simulation (Daedalus)
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