Posts for Derakon


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MKLip: they also share a whole bunch of sprites in general (compare Clown Man from MM8 with Magic Man from R&F, for example). Blame it on Capcom being lazy.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I don't think it's so much that they didn't stand the test of time as that the stars get cycled from time to time and there's more deserving runs than there are stars to hand out (i.e. stars are artificially limited). But that rapidly gets into a discussion of how the star system is meant to work, which doesn't belong in this thread.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I always liked how Snood, unlike Panel de Pon, let you squeeze shots in through ludicrously thin spaces. There's plenty of that in this movie! It was quite enjoyable; thanks for making it.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That was an enjoyable watch, though I don't think I'd want to actually play it. Nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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You didn't notice him run out of chips and come close to dying before increasing his score enough to get a full restore?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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It's mentioned briefly on the Castlevania Tricks page. Briefly, it appears that having the player take damage when damaging an enemy causes the enemy to receive a copy of the player's damage.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I agree with Adelikat. Once you figured out what was going on, anticipating how the pattern would emerge was a lot of fun. I just wish it were possible to fill the entire play area properly. Oh, well. Voting yes! I think this should be published, April Fools aside. As an achievement of planning and luck manipulation I find it far more impressive than our existing Tetris TASes.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the encode, FractalFusion! I must say, I quite enjoyed the ending. Nice work there. Speaking seriously, I don't agree with your take on "end of input" - when input ends, there should be no buttons pressed. The notional "player" should be able to just drop the controller on the floor (no casually trying to wedge any buttons down!) and let the game play out to its conclusion on its own. And of course you skipped 98% of the game.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Ehh, didn't find it all that entertaining as a straight superplay, and as an April Fools submission it didn't meet the standards of silliness I'd hope for. Voting meh.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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BadPotato: Bisqwit is also working on a standard-friction run, but optimization takes much longer because of the possibility for setup shots (which leave the balls in a good position to pocket everything rapidly). Nitrodon: I haven't watched the run, but if a ball hits another ball at rest full-on, then I suspect it will transfer all of its momentum to the other ball, leaving itself at rest. There are other, more complicated ways to achieve rest in a perfectly-elastic frictionless universe with limited precision, too. For example, the ball the first ball hits can be moving perpendicular to the first ball's path (assuming that spin is not considered in these kinds of collisions), or the first ball could hit multiple balls in the same frame.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Flygon wrote:
Voting no because there is 1 hour and 16 minutes to go until April Fools day in my timezone at the time of writing.
Thanks to the miracle of time zones, April First is 36 hours long and started in Fiji at what is 9AM March 31st on the west coast of the USA. Hooray for Useless Internet Day!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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He did mention in the comments that he was using a debug mode to gain control of Sonic during the cutscene.
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I left the torrent to run overnight, and I still have 0% of the encode. Same goes for 44 other people.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Well, I enjoyed it! Thanks for making it. Just one stylistic request, though -- could you switch one of Charlotte's poses for Jonathan's air guitar, please? Is there any way to lure Stella closer to the ground so you can use the dart attack down there and she doesn't have as fall to far once you beat her? Why didn't you do as much team-switching in the room in portrait 4 with the Treant and tombstones? Does it create too much lag or something? Man, Brauner must look like a pincushion by the time you're done with him! Is it possible to manipulate the attacks Death uses so he doesn't use the horizontal slash or the dive attack?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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You just had to go for the implied-fellatio shot, didn't you? *ducks*
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the encode, Randil! I used to play this game on the Commodore 64k. Of course, it was way too bloody hard for me, but fortunately the version I had included cheats for full ammo and automatic revive-on-the-spot when you die. The only problem was if you died by falling into the lava in stage 4/8 -- you'd get stuck in a die/revive loop and couldn't break free except by resetting the computer. Anyway, as an improvement to an existing run, I vote yes. Hey, I just noticed that the Love Interest is carrying a gun in the first image. She was fighting back! Good for her. I suggest this frame for a screenshot (taken from the YouTube encode's second part at 5:08):
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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upthorn wrote:
Python isn't a good bet for a number of reasons, like performance.
I'd argue this isn't nearly as much a problem as you think it is. The vast majority of logic for a game involves things like vector math, loading/unloading resources, handling input/output (including drawing to the screen), and making AI decisions. Of those, in Python three at least would be handled by high-speed, precompiled libraries (Numpy for vector math, and Pygame/Pyglet for resource management and drawing), leaving just the AI in "pure" Python. Even then you could trivially convert your AI code to a precompiled version by using something like Cython, reaping all of the gains of Python except for loose typing and most of the gains of a normal compiled language. Sure, it's not going to achieve the speed that a C++/Java/etc. program would get you, but it's not going to be remotely sluggish either, and, all else being equal, Python is far easier to develop in than any compiled language I've ever worked with. And, to be quite honest, most indie games aren't complicated enough to need the extra performance given by working in a lower-level language.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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DarkKobold: yep, I've had that one, though typically for me it's high school -- I somehow discover that I managed to graduate without taking a required class, and that they'll revoke my high school diploma if I don't make it up, which would cascade and destroy my college diploma and get me fired from work!
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There have been other threads about making videogames on these forums. Short version: making games is a lot of work. Good luck, but don't expect to get much help from other people until the project is at least 50% done already. I've heard that Flash doesn't really have the same concept of a "frame" that emulators use. Doesn't mean a program using frames couldn't be written, but it wouldn't really be given to us for free like it would be in other systems. My personal recommendation would be Python + Pygame.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Mon Français n'est pas assez bien d'écrire tout ces phrases moins checher tout le temp dans dictionnaire pour des mots; désolé. (My French is not good enough to write all of this without continually stopping to look for words in the dictionary) We want to make the game hard, but not boring. For example, if "hard" level only makes enemies have more HP, then you do not need to set the level to hard. That is because the only difference between a "normal" run and a "hard" run would be more time spent hitting enemies. What game are you going to TAS? We could give better advice if we knew that. Bon chance!
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Put another way, there's a finite number of starting states for the game. As long as at least one of them syncs, the TAS is valid.
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Thanks for the encode, Flygon, but wow my computer (iMac 2GHz Core Duo / 2GB RAM) cannot handle 1080p Flash videos. We're talking like one second per frame here. Switching the "fmt=37" in the URL for "fmt=18" makes the movie claim that it's in 480, which played fine. The run looked good, though it reminds me a lot of Super Turrican for the SNES. Several of the levels seem to be basically identical, particularly the alien levels. They aren't all the same, though, and I suppose this game does have the grappling arm instead of a freeze beam. Just kinda weird the games are so similar.
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I suspect that if you were to present a 50-star TAS to the community, those who like low-glitch runs (i.e. the people towards whom such a run is primarily tailored) would be very happy...up until you skipped the last 20 stars. The entire point of a 70-star TAS is to not skip significant portions of the game. It doesn't help that some of the best levels are in the last set of paintings. In other words, instead of trying to find a simple restriction and then making a run that suits the restriction, you should be trying to find a restriction that describes the run. Maybe that restriction needs to be "No BLJ or HSWK".
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So the PSX version has nicer pregame graphics, ingame graphics are a wash (or possibly worse for N64 depending on tastes)...but N64 also allows much tighter controls ingame. Is that accurate?
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Warp wrote:
Some keyboards are internally constructed in such way that certain key combinations can be all pressed at once while others can't (even if the amount of keys being pressed at once is the same). If your keyboard is one of those, then trying different remappings of the keys might give positive results.
Also, oftentimes the meta keys (shift, control, alt, command, etc.) can be pressed together in large numbers, while normal keys are much more limited. Way back before I got a gamepad for my computer, I used to have to rely on the meta keys to play Super Metroid at all well.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.