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Haze
Reged: 09/23/03
Posts: 5245
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Re: lol
02/12/21 05:31 PM


>
> 1) immediate/frame perfect counteractions to player input USING player input for
> operation (any snk boss, and mainly most fighting games where the programmer has
> decided the player has reached a point where the purchasing power of a quarter should


I'm not aware of any that use the player input directly, but yes, some will 'next frame' react as soon as you trigger a move (or you know, react at the exact point a counter will work, as sometimes reacting too early is no good either)

As for 'throw you off the machine' tactics, some games are more obvious about it than others. I think the most obvious example I encountered recently wasn't a fighting game, but IGS's Photo Y2K 2 https://youtu.be/dWgQMMUj8yA I created this video by pausing the game to look for the differences, even with the game paused, when it wanted to kick me off there was barely enough time to use the joystick move the cursor to the things I wanted to click on (sometimes even causing me to position the cursor incorrectly and misclick such is the time pressure)

It does seem to be more frowned upon in Japanese games, as most of those are balanced so that you can 1 credit clear them, but outside of Japan there are even some that allow you to set a 'time' in the service mode, and when that time expires for your credit the games will rank up to 'kill you instantly' level (some of the Arcadia games for example)

As you note, CPU opponents being able to do moves without 'performing' the correct inputs is also a big issue. Inputs are typically read once per frame, and often input read routines will expect a button to be held for more than 1 frame to stop accidental triggering of specials etc. This means the minimum number of frames for a player to trigger a move can be sometimes cover 1/4 of a second for more complex sequences. I don't think it's "intentionally" cheating that the CPU doesn't have to go through that sequence, more a byproduct of how things are programmed, but yes, it's obviously unfair in many cases. Quite a few games that can be hacked to allow you to play as the bosses don't even have input sequences for their moves as it never needed to be a consideration.







Entire thread
Subject Posted by Posted on
* is it possible to reprogram the ai in arcade fighting games? jopezu 02/12/21 04:17 AM
. * Re: is it possible to reprogram the ai in arcade fighting games? Master O  02/14/21 01:37 AM
. * Re: is it possible to reprogram the ai in arcade fighting games? Heihachi_73  02/27/21 07:02 AM
. * Re: is it possible to reprogram the ai in arcade fighting games? Rotwang  02/27/21 07:58 AM
. * Re: is it possible to reprogram the ai in arcade fighting games? jopezu  02/15/21 02:14 AM
. * Re: is it possible to reprogram the ai in arcade fighting games? MooglyGuy  02/14/21 12:54 PM
. * Re: is it possible to reprogram the ai in arcade fighting games? Olivier Galibert  02/12/21 11:39 AM
. * lol jopezu  02/12/21 04:51 PM
. * Re: lol Olivier Galibert  02/14/21 03:04 PM
. * Re: lol BIOS-D  02/22/21 11:42 PM
. * Re: lol Haze  02/12/21 05:31 PM
. * Re: is it possible to reprogram the ai in arcade fighting games? SecretAgentMan  02/12/21 03:54 PM
. * Re: is it possible to reprogram the ai in arcade fighting games? Olivier Galibert  02/12/21 03:58 PM
. * Re: is it possible to reprogram the ai in arcade fighting games? MooglyGuy  02/12/21 04:55 PM
. * Re: is it possible to reprogram the ai in arcade fighting games? Haze  02/12/21 05:24 PM
. * very nice jopezu  02/12/21 05:01 PM

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