Posts for Derakon


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I don't want to be discouraging, but ideas are a dime a dozen. Everyone has them, and many of them would be legitimately good if implemented. The problem is finding the people to implement the ideas. Since everyone has ideas, the people with the skills to implement ideas will generally choose to implement their own (or else those of whoever is paying them), instead of yours. If you can get a team together to work on a specific concept, then great! I wish you all the best. But if you really want to see your game idea get made, my best advice is to learn to program. There's lots of programmers here who are willing to help you learn to program yourself -- much fewer that are willing to do your programming for you. Pick a friendly language, like Python, say, and dive in.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Man, that bonus stage was dull. The normal gameplay looked good, though!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Do we really need an objective solution, though? So much of the judging process is subjective, and rightfully so, that I don't think much is gained. It's a judgement call. That's why we call them judges.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Ahh, yes, work is a different matter. I'd wager that most jobs don't require carrying more than 10GB worth of data around, though. I do have to admit it's rather distressing how quickly FCEUX's AVI capture can take up space...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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My laptop has 80GB and I get along just fine. I just don't store massive amounts of media on it. I guess if you're the kind of person who needs to carry their entire media library with them when they travel 80GB wouldn't cut it; personally when I travel, watching TV isn't exactly high on my priority list. If I'm on an airplane, well, that's why I carry books with me.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I suspect most users that run into this problem simply read every thread on the site, since the forums are in fact slow enough that you can keep up by doing that.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I've taken several stabs at making board games -- nothing that's worked out all that well, though. There's also Jetblade, my attempt to make a platforming game. It hasn't seen a check-in in months, though. Pretty much since I got a new job it's been on hiatus. Funny, that.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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If you count how many tabs you open, you can stop when you get to 25 or so, then come back after a minute or two to open the rest. That should prevent you from getting banned.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Posts: 3960
Wouldn't you want to spend as little time as possible in the air in AoS? Movement in-air is slower than movement on the ground. Jumping high to fall faster only works out in games where airspeed and groundspeed are equal.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Haha! I didn't think it was possible, but such is the power of TASing that I did it anyway! Stage 1 complete with 100% kills Youtube (View with Old PPU; New PPU apparently causes a desynch) Odd...Microstorage says I start from reset; FCEUX says I start from power-on. Oh, well. This isn't remotely submission-quality. There's a bunch of missed shots and questionable style decisions; the bossfights are also entirely unoptimized (I just park in front of their weak points and hold the fire buttons down). Lag is also pretty absurd (over 25% of the frames are lag frames), but I'm not really going to worry about that; lag is directly proportional to how much stuff is going on, and the more stuff going on, the better, says I. Especially since I'm specifically TASing a mode that throws more stuff into the game. Speaking of which, playing around with the bullets generated in Zanki mode is tricky, for several reasons. First off, the bullets flicker like crazy; they seem to get drawn at most half the frames. I don't know what kind of algorithm Recca uses to decide what to draw, but it's pretty inconsistent. Turning off the 8-sprites-per-scanline limit doesn't change this. Secondly, they're generated in random locations near the dying enemy, which means that sticking close to enemies gives me a good chance of having a bullet spawn on me, which isn't much fun. Thirdly, if I'm saving up for a bomb attack, which I have to do a lot to get full screen coverage, then bullets that don't spawn right on top of me have no chance of hitting me unless I back onto them; the bomb charge and the two options create a very effective shield. Hitboxes seem to be generous in the player's favor in general. Unfortunately I didn't get as much of a chance to show off the different weapons as I would have liked. L is mandatory for killing off long strands of enemies: it can take out an arbitrary number of targets along a line, while V and B can at best take out 5 and 4 respectively (and will tend to do worse); H and F aren't even worth considering. L is also useful for firing off-bore, since it has limited homing capability. I did get a chance to use all of the option modes in this WIP, though -- enough to make it clear how badly R and B suck compared to the others. For future levels I suspect S and F will get the most play; C might come in if I have some long-range aimed shots to make. I tried to use RAM search to find the boss health, but was unsuccessful. My approach was to set the comparison operator to "less than" and then repeatedly search after shooting the boss, but nothing I got seemed to correspond to anything, regardless of the word size I tried. Any advice/assistance here? Also, normally I'd use VLC to do the file conversion, but it's swapping RGB into BGR -- looks pretty cool, actually, but of course it's wrong. I used iMovie to make this encode; it works, but it has a very lengthy import process before it can start converting to a different format. Also also, what's the proper procedure to handle 30Hz flickering sprites so that they remain basically visible on YouTube? I set the framerate to 59 FPS when exporting from iMovie.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Solon: it's a stylistic choice, like wobbling or bunny-hopping. People are free to complain about stylistic choices because they can detract from the entertainment of the movie. How much weight should be given to those complaints is a different matter entirely. It's also rather difficult to tell what parts of the apparent sloppiness here are stylistic choices and what parts are limitations of the game.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Posts: 3960
Well, I enjoyed it. And it's an improvement on the last version. What's not to like? sgrunt, I'd thank you for the encode, but I didn't use it! Mind you, FCEUX on VirtualBox wasn't exactly a full-fidelity playback, but it got the job done. I tried making my own encode with the built-in AVI capture; VLC seems to think that its colors are off, though (red is blue and vice versa). I assume this is due to an endianness problem; anyone know how to fix it? iMovie works fine, though.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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andymac wrote:
I tried a combo run of columns a while back. It tuns out that the peices are manipulatable, but only after you have restarted the game (I didn't know this when I did the combo run). and it seems that there is only one seed.
That was awesome. Thanks for making it.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Isn't the Imp right on-route to getting Kicker Skeleton? And in a section where you have to wait for a moving platform, so it shouldn't cost you any time to pick up, right? So it could possibly be used to improve manipulation for the Flame Demon drop.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Oh, wait. I forgot to enable sound in the VM. That's all it took. Oh, well. Sorry for the pointless thread.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: FCEUX in VirtualBox crashes on startup [FIXED]
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Last time I decided to try TASing, I compiled FCEU from source so I could run it on my Mac. Unfortunately I don't really like the SDL version; I'm rather fond of having a GUI available, and the sound emulation was pretty inaccurate. This time around I tried VirtualBox to set up an XP VM, and downloaded the win32 binary. It seems like that should work, but no. The program manages to pop up a window and create the cheats/snaps/fcs/movies/sav/tools directories, then crashes. Annoyingly there doesn't seem to be any error message; I just get the "blah has encountered a problem and needs to close" dialog box. Any ideas what went wrong and how to fix the problem? EDIT: enabling sound in the VM fixed the problem.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I'm inclined to agree with Mr. Flewin here. The game looks sloppy, no matter how tightly-optimized it is. Some games just don't make good TASes. Voting meh; seemed decently well-run but just not entertaining.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Do we need to rename the existing movies? Wouldn't that require resetting every single torrent on the site? Or would we just do the input files?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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How do you mean "you couldn't do it year on year"? Do you mean that any person can't hope to win it more than once? My reading is that this award is intended to encourage beginners to make TASes in an environment where they aren't "competing" with the experienced uber-TASers. Of course, it's questionable how much competition exists here outside of framewar land... Edit: my bad, got "rookie TASer" confused with "rookie TAS platform". The latter is rather more sharply limited by what consoles companies decide to develop and how rapidly emulator development goes.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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adelikat wrote:
I couldn't decide between DarkKobold, maTO, or marzojr. SO I flipped a coin and DarkKobold won.
So, which of them was assigned to "edge" in that flip? ;)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Why can't you just not buy anything with the experience points you get? Also, low attack power won't make the bossfights last much longer. The current run uses some kind of attack-canceling system to land multiple wimpy strikes very quickly; attack powerups are moot for much of the game because of this.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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If you do decide to polish this run, please make a thread in the appropriate forum where you can post your WIPs so that those interested in helping you can provide feedback before the run makes it to the workbench.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Hey, if he doesn't want it, I somehow suspect we're going to have difficulty forcing him to take it. :) It was just a cute idea. Any award winner who doesn't want to show the trophies in their posts can presumably contact Nach or Adelikat and get them removed, anyway. It's not hypocritical. As for the icons, how about an old-style reel-to-reel projector for the encoders?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Hm. Thoughts on possible icons for those different categories: * Site maintainer: "God" from ActRaiser * Judge: Gavel * Coder: A string of random binary, or a logic gate * Encoder: Television
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the encode, sgrunt! Looked good to me. I agree that this is an impressively fluid-looking game considering the hardware involved.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.