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#snes

3 posts3 participants0 posts today

I feel Wile E Coyote needs a slightly larger sign because it just doesn't quite read right.

Didn't think I would have beaten Road Runner tonight... I will still need to run it a few times, as I messed up a couple of achievements, but I can also put it on the back burner as it is now beaten and another chapter of my childhood is completed.

I can breathe a sigh of relief. This wasn't as bad as I was expecting.
It's still a tough time, especially the last couple of stages.

Turns out you can get continues in the game, but it requires a score threshold to be met, and that can be quite challenging as getting a good score requires finding some of the more annoying secrets.

I tried playing with using Dijkstra maps for enemy pathfinding in my small #SNES game. Turns out that with a small map like this one they're easily viable on SNES and aren't too expensive; you can spread the calculations over multiple frames and spend a variable amount of CPU time on it per frame if you want.

This does mean movement that's very clearly grid-based, but you can do stuff to make it less prominent. I have the enemies here slowly center themselves on the axis perpendicular to the one they're moving in, which helps a little bit.

Some enemies probably will use this pathfinding style all the time, though for others I think it'll be something that will kick in when an enemy is having trouble finding the player using atan2 or other methods.