Posts for Bisqwit


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omniswarrior wrote:
can u make the video work?
It works fine for me. (What? Do you think I would post a broken file?)
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omniswarrior wrote:
the video wont work so do another plz
Or how about you fix your own system so that the video works, before I start regretting that favor I did.
Post subject: Re: Wanted: Kick animation
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Bisqwit wrote:
Wanted: An animated GIF (four of them for four directions) for the kicking action.
I wondered if anyone actually saw that post, but Warp apparently did and created those missing graphics. There's now a distinct "kick" animation -- actually a "power push" but still. Thanks Warp!
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Warp wrote:
This is necessary when turning towards a box without moving it (so that you can kick it instead). However, if there's no box at the direction where you turn the delay doesn't really make sense.
Except for style. I really want to be able to turn without walking, even if there's no obstacle in that direction.
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Awaiting for Dan's comments regarding how the lag is handled in this movie...
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Blublu wrote:
Also, can anoyone explain to me why it makes sense that mouse movement is much faster than keyboard movement? I just don't see it. "It's more challenging this way" is not a very good answer.
There is a delay in the keyboard movement in order to make it possible to change Peter's facing (look into another direction) without actually walking. When Peter is looking to the left and you press right, Peter will turn right immediately, but you need to _hold_ the button for more than 1 frame in order to walk to that direction. In mouse movement, there's no need for those delays.
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omniswarrior wrote:
uh i dun hav the emu version but can you make a video of you doin' minus world please
Today is your lucky day, you badly spelling fellow from unknown country. FCM: https://files.tasvideos.org/bisqwit/smbminusworld.fcm AVI: https://files.tasvideos.org/bisqwit/smbminusworld.avi (3.3 MB)
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schneelocke wrote:
Yes, but not in a way that doesn't allow you to tell it's Opera still. A typical user agent string will look like this: "Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; en) Opera 8.01" (when masquerading).
Which Webalizer likely doesn't know.
Post subject: Re: intelligent click
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xebra wrote:
Furthermore, it would be nice if you could make it so that if we click on an unwalkable target, the game is intelligent about guessing where we really wanted to click.
Implemented as requested. I also made the middle area (no facing preference) a little smaller.
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xebra wrote:
Can you make it so that mouse commands are uninterruptible, except by another mouse command? (So that I may hold down the direction I want to go on the keyboard when I get where I clicked, but I can click a different spot if I want to modify my path on the way.)
I can see the benefits of that idea, but then again, I'm not sure that's wise...
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xebra wrote:
Bisqwit wrote:
I originally intended to make the second half of it uninterruptible, but I think it was xebra who objected, saying it's better now as it gives a wider skill gradient.
I did no such thing. I would actually prefer a mode where kicks are not interruptible, and mouse commands can only be interrupted by other mouse commands, so that you can in effect queue up your next command. Despite the fact that at times I can play almost perfectly, it's not fun to maintain that level of concentration.
Then I don't remember who it was. Therefore, I changed it to be the way I originally preferred. However, there might occur some bugs in it, due to the fact that I implemented it asynchronously... Well, left to be seen. Edit: Undone this. It caused problems as predicted.
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Gorash wrote:
EDIT: It seems to have some weird effect on peter when mouse pathing. He's dancing like mad in every direction and I'm pretty sure he sometimes stands wrong (other than what I clicked) on the target field.
I implemented the change by changing Peter's facing when he starts the last movement of the autoaim path, instead of after the last movement. This causes the last movement being done with the facing of the aim. But I can't notice the problem you mentioned.
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Ferret Warlord wrote:
Alright. Looks a heck of a lot like part of some circuit diagram.
That's a guess I wasn't expecting.
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Ferret Warlord wrote:
Edit: By the way, I may be missing something, but what's with those scribblings next to Bisqwit's post?
It's in reference to the words "or some other symbol from my own mind" in my post.
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Gorash wrote:
Bisqwit wrote:
I upgraded BisqBot's records. You may notice that BoltR's record for 1-1 is now improvable, due to the mouse-facing feature.
Are you sure?
Now that you mention it, nope. I'll make it so. EDIT: I think I did it now. > Oh and still no 1-3 bisqbot solution ;) Untrue, unless I did something wrong. > Btw. could you make the half second kick preparation uninterruptible? I originally intended to make the second half of it uninterruptible, but I think it was xebra who objected, saying it's better now as it gives a wider skill gradient.
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I upgraded BisqBot's records. You may notice that BoltR's record for 1-1 is now improvable, due to the mouse-facing feature.
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I don't fully understand the idea of shooting this one block here. What's it for? http://bisqwit.iki.fi/kala/snap/mm3im2b.png When you finally jump, you seem to bump against the wall for a few frames (twice). Are you sure it's as fast as possible? Regarding the penguin machine, is it impossible to get that powerup from the flying things? Thanks for the explanations.
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- Your fish tunnel maneuver is still the boring stand&wait one. - You didn't use the sliding over 2-block pit trick after all. - I don't see the health trick being used. Other than these, it looks excellent.
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Gorash wrote:
Found Bisqbots route on 1-3.
Yup. How did you do it?
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Gorash wrote:
When a record is done not only check if the overall time is fastest, but also if the route is fastest known to date, save those and display it as "fastest known route" instead of bisqbots result where not available. I didn't look it up in your code, but you just add up the steps/moves/kicks to calculate the possible improvement right? Even without automatically removing the delays it would ease finding better routes.
I don't think it happens enough that someone beats a route with a worse route but better timing to warrant this feature .
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It's a hack that makes Mario's horizontal movement faster than the game can scroll the level. It also makes Mario invincible. Nothing particularly interesting in my opinion.
Post subject: Re: SMB: "Mario Jackson!"
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Since you can complete the game with walking only, and left+right gives you walking speed, and Super Mario Bros always scrolls to the right, you don't need to face to the right at all, except in level beginnings.
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Half-minute improvement of this game is an awesome feat for a newcomer. Congratulations. Just how did you do it? Edit: After watching a bit of it, I notice there's a lot of lag in the first level. Lag which Dan did careful job of eliminating. Therefore I have to assume that you have used a better selection of weapons in order to gain the improvement... However, it also means that this movie can be improved further a lot.
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xebra wrote:
I don't understand why you have the desire to needlessly add an element of pure chance to a skill based game ...
That's a good point, one which I previously held in value as well. I forgot that point when I noticed that all routes the algorithm comes up with are of same lengths, after the facings are made zero-cost. I may now change it again.
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Blublu wrote:
The t-shirt should have the SMB1 movie file printed on it (or at least a small part of it). And maybe "Super Mario Bros walkthrough:" above it...
Following on this idea, in my mind I'm visualizing something that has a hexdump of an FCM file [img_right]http://bisqwit.iki.fi/kala/snap/spsym.png[/img_right]on the background and Mario zipping fast on the foreground, or something like that. Plus a personal touch such as Mega Man's helmet or some other symbol from my own mind.