Posts for IdeaMagnate

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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Nice job with this. I knew about one major goof in the old version and I'm glad to see that you managed to improve it by so much.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
My favorite trick is to type :% in the omnibar, crashing the browser and taking down all tabs. (I wish I came up with it, but I just saw it on Slashdot.)
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
You can get Really Slick Screensavers, which is free and has a flock screensaver.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Sarcasm is quite difficult to detect in a channel consisting mostly of text like these forums. If you insist on using it, I'd suggest JXQ's method, as demonstrated in this thread.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I thought it might make the centipede fight faster, but it'd also be fairly entertaining if that's not the case.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
ZeXr0 wrote:
Meh, it wasn't entertaining. That's a bad game choice.
QFT. Having watched this, I reiterate my recommendation that you find a game with more potential. You've improved this, possibly as far as it will go, but it's just not that great a game to start with.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I wonder if it'd be possible to use three of those stalactites during the centipede boss by some clever juggling. Apart from that one point, this is a very noticeable improvement on the previous run. It was significantly tighter and displayed much greater control over the game. Enemy manipulation was hard to notice, but it was certainly done well.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I strongly agree that this game just won't make a good tas, barring any new glitches. There's some variety in the levels, but the levels themselves (mainly the first couple) are fairly monotonous. The big killer for me, though, is how often you have to stop. If you could find a way around that the game would be salvageable, but otherwise you should find another game.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
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Location: Oregon
I love how unexpected it was when you actually used a ladder for climbing. The run is an excellent demonstration of using thinge in ways they're not designed to be used.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I'm not really a fan of puzzles that can be solved better by Perl scripts than by humans (unless the object is to write the script).
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
DK64_MASTER wrote:
No loops please! Besides, that only cuts the efficiency of the modulo and divide method in half. :D I'm looking for a huge reduction. O(1) time.
You should have mentioned O(1) in the first post. My first thought was the same as FractalFusion's, and I wish I'd known to look for a better solution. The answer isn't as elegant or magical as Carmack's Q_rsqrt function, but it's similar in its own way. edit: It's not actually Carmack's. The magic is deep and has a long history, much of which is enumerated in this /. post.
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Post subject: a rickrollin' good time
Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I think the traditional way to post this is as follows, although it fits perfectly well with the rest of the thread without the intro. zogmg hear is a funney video about cats and ninjas.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Aqfaq wrote:
Anyway, I discovered that you can use explosives (grenades) to get inside some solid barriers and almost get through them. If it worked, it might allow skipping some switches. I also believe dying would save time when planned correctly.
Great! Using explosives to blow oneself through solid obstacles is a definite plus. That plus all the other features of this game should make for a worthwhile tas. I should have something ready to submit in the next 6-12 months (or sooner).
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
This game looks like it might be worth a tas. It's got cool pseudo-3D graphics, a large map that allows for non-linearity and detailed route-planning, varied gameplay and lots of opportunities to trade health for time. I'd like to know from anyone familiar with this game if a tas be worth making. I can see some potential and can tell that the game is quite difficult in real-time, but can also see that it might get old with all the helicopter flying.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
plusminus wrote:
IdeaMagnate wrote:
I'm glad someone else is finding Grrl useful, hack though it is.
Hmm, am I the only person besides yourself to have submitted a movie with it? I thought there were more Linux users on this site...
I'm sure other people use it; most of them just don't post about it. It doesn't bother me either way. If it's useful people will find and use it. Otherwise there's always Wine.
plusminus wrote:
In any case, every single release of Gens for Linux, including the non-TAS ones, has been a hack, you're just carrying on the tradition. ;) That said I made a fairly large list of little things that bothered me about Grrl that I think are within my ability to fix, so expect a bunch more small middling patches soonish.
You are encouraged to do so. I'm a big believer in egoless programming, so if you've got a patch for something broken (or improvable) I'd love to see it. You could also get editor privileges from Bisqwit and add a "requested features" section to the Grrl wiki page.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I'm glad someone else is finding Grrl useful, hack though it is. The movie was good. Luck manipulation was obvious (especially watching your input while confused and the curiously advantageous warping), plus the whole thing was too short to be boring. Well done, especially for a first submission.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
DarkKobold wrote:
<big ol' image>
Whoa. I would be able to see the whole page if you cared to clip that image down just a bit.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
There are no differences between Grrl and Upthorn's Gens that should cause desyncs. If you find otherwise, please post about it, preferably including a gmv.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Your contributions are most welcome. The volume patch is in svn now. I've been meaning to fix all the spellings of 'length', but adding a couple won't make the few hundred misspellings harder to fix.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
That might well be worthwhile. I assume that you'd also want to do crazy things like
P1.Up=[5]
P1.Up=[8]
P1.Down=[8]
? I can see this having some uses, especially for keyboards that don't allow too many keys pressed simultaneously within a given region. I've been wanting to redo the config file code with something less homebrewed anyway. I'm not sure what to do about the number of divergent Gens hacks. It might be beneficial to get together or submit a compatible patch. Either way my primary concern is keeping Grrl going.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Thank you for pointing that out. I'll look into it. It could definitely be a good base for a more user-friendly Linux Grrl. If nothing else, the source code much better organized.
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Experienced Forum User, Published Author, Player (81)
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No; current svn is a ways ahead of v1, but the changes (IIRC, it's been a while) are just mostly robot-related. I just extracted/modified/recompressed the v1 tarball directly.
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Experienced Forum User, Published Author, Player (81)
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Location: Oregon
plusminus, your fix is in the v1 tarball now. The svn repository is also up. fungrec, if you haven't resolved your problem please give me some more information. I suspect that you were running into some sort of caching issue. If the v1 tarball doesn't work, copy/paste the last few lines here like you did earlier.
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Experienced Forum User, Published Author, Player (81)
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Location: Oregon
Highness, it looks like you're using an old-syle gens.cfg. The new version uses actual key names and should be much easier to change. If you're not sure what a key will be called, run make showkey && ./showkey and mouse over the blank window. Pressing any key will display its name on stdout. Add [csa]- in from of a key to have ctrl, shift and/or alt plus that key trigger the action. edit: This is also documented in grrl_info.
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Experienced Forum User, Published Author, Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
If a good game, an improved time and a Super Metroid reference don't add up to a 'yes' vote, I don't know what does.
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