Posts for Derakon


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BadPotato: unfortunately, the glitches in that video require picking up Wire in Dive Man's stage, which is a time-costing detour.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I think (and please correct me if I'm wrong) that there's two main reasons the "known improvements" rule is in place. The first is for framewars, where a run is on the workbench, someone says "Why didn't you do X?", and the runner (or someone else) says "Good point, I'm going to give that a shot, update in a day or two." In that situation, we don't publish to prevent a bunch of redundant publications from getting made, which would clutter up the newsfeeds and generally muddy up game histories (not to mention waste a bunch of time on the part of the judges and publishers). The second reason is to prevent things like that Ocarina of Time submission we had awhile back. Thanks to new glitches, it was faster than the currently-published OoT run, but it had a significantly lower quality-of-play throughout and thus looked sloppy and poorly-played (I'm just going by what people said here; I didn't watch it myself and am not generally qualified to judge the quality of OoT runs). Neither of these two rules seem to apply here: first, while there are known submissions (EDIT: I meant to say "improvements" here), we won't get a new run using them for several months at least, and possibly longer. Second, people who know the game don't seem to consider the gameplay to be sloppy (and speaking as an educated amateur, I certainly didn't notice anything that looked off).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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All I care about here is that the run looked good and was faster than the old one. What more do we need? If there was a reasonable expectation that a new run would be done in a week, then I could see holding off on publishing, because that's getting into framewars territory. But I don't see any reason to not publish this.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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From the YouTube comments:
Saturn on YouTube wrote:
It's for luck manipulation to get 3 Super Missile refills out of the next kill. It turned out way harder than expected, hence the long delay. ... Yep, it's luck manipulation. I really tried to avoid it, but there was no other way to get enough Supers back without significantly delaying the in-game time.
So I guess the pause is at least in part because you're aiming for in-game time instead of realtime.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Oh my, that was beautiful. I was laughing pretty much non-stop. I think my favorite element was how the score got increasingly divorced from reality. Nice work! Thanks for the encode, sgrunt!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Antoids: it's not the existence of an avatar, but the fact that when the post was originally made, the avatar was somewhere on the order of 600x600 pixels. It's since been downsized, rendering this conversation a bit hard to follow.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the encode, RadioKJ! Yes vote on an improvement to a published movie. This game continues to have one of the most bizarre ending sequences I've ever seen.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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HHS wrote:
When I watched the AVI in VLC, there were gaps in the video with audio only.
I had the same problem. It looks like any time there's a break in the action, VLC just stops rendering for awhile, and then takes a very long time to start up again. Unfortunately this makes the run rather unwatchable for me, so I look forward to seeing an alternate encode.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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AngerFist is right -- it's your run, and you're free to ignore any suggestions we make. I have faith in your TASing abilities; whatever you make, I suspect I'll find it entertaining. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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game-runtype-version-taser-date.extension? E.g. supermetroid-ingametime-v2-cpadolf-20080302.avi Where "version" indicates how far down the obsoletion chain this particular movie is.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I would say that: * A properly-coded Leaf Shield wouldn't be penetrable by Air Shooter, so that's a glitch. * Resetting speed/acceleration by pausing had to be specifically added in by the programmers, so it's not a glitch. * Properly-coded enemy spawn logic would prevent making enemies disappear (c.f. Ninja Gaiden), so that's a glitch. * Up and Down aren't meant to be pressed simultaneously on an NES controller (it's possible, without breaking the controller, but it's not expected), so that's a glitch. * Dying at the end of a stage is probably a glitch, just because it goes into territory that isn't expected. But these are just my opinions, of course. One question: what if we ignored frames from pausing to switch weapons? One of the things that's always bugged me about the Mega Man series (as opposed to the X series) is that we don't get to see the different weapons get used much because it takes so long to switch to them. I'd be interested in seeing a run where this limitation was removed, ideally by some kind of quick-switch functionality. I know someone was working on a Lua script to do that, though I don't know if it was completed. Of course such a run wouldn't be submittable here because it changes the game.
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. A fairly simple game TASed well.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Nice work! And thanks for the encode, sgrunt!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Well, I enjoyed it, and there were plenty of points with timing sufficiently tight to make it evident that this couldn't have been done by an ordinary human. In particular, there were several times when you made the enemies move gold around for you so that it'd be closer to your route; those were quite nice to see. Yes vote, but boo for wobbling. :p Thanks for the encode, sgrunt!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I'm inclined to agree with Shallow with regards to what "100%" is: if you don't actually improve your character or complete a level, then it doesn't matter. Compare the Metroid series "100%" definition with the "100% map completion" definition that you see in some of the Castlevania games. I generally find the latter to be somewhat pointless, since it involves visiting places for no reason aside from to bump the percentage up.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Man, it's almost shameful how much faster you complete the levels than I do when I play this game. Goes to show what you can get done if you're willing to get hit along the way...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Mm, I just realized that generating areas as you visit them does not preclude setting their seeds at the start of the game. Carry on.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Ahh, yes, the unnecessarily-long escape sequence. What was the purpose of the pause in Tourian where you just wandered the map around a bit?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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You're right in that the dungeon and wilderness layouts seem to be fixed, but the question is if each region is generated when you first visit it, or at the beginning of the game. If the former, then getting an optimal wilderness layout is going te be ridiculously difficult. However, given that the game has to be able to reject certain map layouts, e.g. to make certain that wilderness zones don't intersect the town, I suspect that regions are generated when you first visit them -- or at least, when you first start the act they're in. Otherwise there'd be a large initial cost to starting a new character/game.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Lookin' forward to it. :D
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I agree that the opening combo was entertaining. Unfortunately, none of the rest of the run was. I don't think that playing this mode with a goal for maximal speed is going to make for entertaining movies, in fact. There's room for a Columns TAS on this site, but IMO it needs to do more work with making huge combinations and less work with just trying to clear a small amount of junk away. Here's an idea: make a TAS of this mode where you clear the flashing jewel in the first clear you make. Obviously this wouldn't be possible with the maximum number of rows, but you'd get as many rows as possible in there. I think that'd be seriously impressive and entertaining, and clearly more difficult than just drilling through to the bottom. Voting meh; well-executed run that didn't meet the entertainment bar for me.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Bisqwit wrote:
Off-topic, but I think you're mixing an explanation of mine for something with an explanation of mine for something else. File handling was not involved in my memory watches. I just coded the relevant code in FCEU and that's it. IIRC, someone used to memorymap the FCEU memory space into a file or something, but that wasn't me.
Apologies for misquoting you. My main goal was pointing out that, to my knowledge, Linux FCEU doesn't have any kind of integrated memory watch or Lua scripting, which are two features that seem to generally be important for TASing.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I hope you're familiar with coding and the command line; to my knowledge, the only way to make TASes on OSX right now is to compile your own copy of the emulator (FCEU/FCEUX for NES games; the TAS-modified versions of SNES9x for SNES, etc.). There aren't any binaries available that I know of. Last time I tried, compiling FCEU was pretty straightforward, but I didn't get any UI to go with it. When I asked Bisqwit how he did memory watch in FCEU, he said he just dumped the contents of memory to a file each frame and had written customized programs to scan the file for what he wanted. That's a far cry from the advances that exist for the Windows version.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Holy bump, batman! To my knowledge, there's no way to convert a Game Maker game to GBA.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I'd assume that the game simply subtracts 1 from your lap count when you pass across the finish line in the wrong direction (with your displayed lap count being different from your actual lap count).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.