Mario : Natural Selection Edition.

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Automatik
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Post » 30 Jun 2013, 13:10

ImageImageImage
Download : https://www.dropbox.com/s/q7dwha18xhnjt ... ction.love

So, it's a "game", where there is 100 multicoloreds marios who spawn in a crappy level, and they have to get to the right side of the level. Except they are dumb(Oh, I forgot to tell you, you don't control them, they jump and walk according to a random program) so every 8 seconds, there is a "Selection", where the game delete the worses 80 marios (like those who are dumb enough to think that the wall you can see in the screenshot is interesting).
And since we don't want to have a penury of marios, the remaining 20 marios("winners") get to make 80 clones of themselves. So at the end, the marios tend to go on the right of the level, which has, unluckily, no flag pole!

Space to (un)follow a mario
Left/Right to scroll/change the mario to follow.
R to restart.
P to pause
F2(ingame) to take a screenshot.

Thank to SJB for the sprites, Maurice for the font(took that from mari0), and themushroomkingdom.net for the sounds.
Last edited by Automatik on 01 Jul 2013, 21:30, edited 5 times in total.

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Qcode
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Post » 30 Jun 2013, 16:41

...
Last edited by Qcode on 21 Oct 2021, 18:20, edited 1 time in total.

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Automatik
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Post » 30 Jun 2013, 16:45

Yep, I wrote it myself.(you can use it if you want)
It mainly make the love api shorter and more elegant. (ex: "fll.caption="Text" " instead of "love.graphics.setCaption("Text")")

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popcan12
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Post » 30 Jun 2013, 19:02

On to actually game discussion, is this game based on lemmings?

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Automatik
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Post » 30 Jun 2013, 19:45

No, it was an original idea. You surely though it was based on lemmings because the marios are acting random, but I could have very well used an more advanced IA.(And anyway, you can't control anything. You can just watch.)
Also, new version up. I cleaned up the code, added random level generation, changed the "Halo" effect when following a player, put a proper mario font and added a death sound.

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Qcode
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Post » 30 Jun 2013, 19:57

...
Last edited by Qcode on 21 Oct 2021, 18:20, edited 1 time in total.

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Automatik
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Post » 30 Jun 2013, 20:32

Oh, it's since I did the update, I tried 500 marios and forgot to put it back to 100 marios.
Will fix. Done.

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BobTheLawyer
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Post » 30 Jun 2013, 23:33

Interesting.
You should make them go through actual levels, but be a little smarter so they can have a chance.

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Automatik
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Post » 01 Jul 2013, 13:34

Qcode wrote:On the topic of the actual game, very interesting. Does each mario have a specific ratio of time jumping:time running, or is it all completely random? Because I can't see the natural selection being truly effective unless the mario's are actually following the pattern of the mario they spawned from.
For now, it's completely random. But in the future, marios will have a "program", in assembly.
BobTheLawyer wrote:Interesting.
You should make them go through actual levels, but be a little smarter so they can have a chance.
Yeah, but I don't want to make everything easy. They have to figure out themselves that they have to go to the right. The only thing that force them is the selection mechanic; And it would work better if they had a way to remember that going to the right and jumping work.(a program.)

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Automatik
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Post » 01 Jul 2013, 17:58

New update!
-Options!
-The AIs are now programs, with a memory, code and all!
-Added grass
-Added pausing(Press P)
-Added screenshot taking.(F2)
-Added a minimap of the camera and the marios at the bottom.
Image

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TheJonyMyster
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Post » 01 Jul 2013, 19:55

The main post still talks about the wall and says the ai is random, you might wanna fix that.

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Automatik
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Post » 01 Jul 2013, 21:29

I'm gonna fix that, but there is still a wall.

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BobTheLawyer
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Post » 02 Jul 2013, 00:10

game.lua:164: bad argument #2 to 'random' (interval is empty)
That's what happened when they all died.

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TheJonyMyster
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Post » 02 Jul 2013, 04:29

I liked it! But you should fix the level a bit because they can all get stuck in a spot like this:
Image

Also, in the main menu, could you change the speed that the numbers change? It's WAY too fast. Maybe holding shift could make it faster.

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Automatik
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Post » 02 Jul 2013, 09:14

Done, done(Ok, the level is generated, so it's not guaranteed, but small holes like that should be less present.) and done.

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TheJonyMyster
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Post » 02 Jul 2013, 19:44

Thanks! I got a funny level; the wall at the right has no ground, so the winner died.
Jafar wrote:Here's your reward! Your eternal reward...
I saw a lot less corner thingies.

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