Posts for Derakon


Experienced Forum User
Joined: 7/2/2007
Posts: 3960
So...care to explain what just happened and why it works? That was pretty messed-up. Yes vote.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Kumquat: thanks for the suggestions! Pits might actually replace trees so I don't have to worry about line-of-sight, which is generally a pain to calculate in board games. FatRatKnight: My current plan is that you have your entire library available to you at the start, and every time you cast a spell, it gets discarded. You can use the Meditation spell to recover discarded cards (and Meditation itself, like Knife, is never discarded), but you can only cast one spell per turn, so it's an "unproductive" turn otherwise. However, I'm by no means tied to this idea; you could easily have a hand of spells MtG-style and reshuffle your deck when you run out of spells to draw. I've definitely considered having familiars, though I'd assumed they'd basically be wandering around trying to chomp on your opponents. A "cute" one that instead moves targeting markers has potential too. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
mmbossman: good call. I'd change "Items: 100%" and "collects no items" to be more general, since for example Zero's techniques in the Megaman Zero games aren't really "items", but would still count for a "100% collection" run. Perhaps we should call them "Collects everything" and "minimalist"? "No death" should be assumed unless "Uses death as a shortcut" is applied. Looking at the movies that have the "No death" tag, it's really not clear why they have it. Similarly, "No save data corruption", "Does not abuse programming errors in the game", "No predefined saves", and "Uses no passwords" should generally be assumed unless stated otherwise. "Single level only" really should be gone, but only because the runs that have it shouldn't be published...but that gets into the whole un-publishing debate. Meh.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I had to compile my own version using the Linux source code to do the WIPs I made, and I got tired of not having a decent UI pretty quickly. Plus apparently doing memory watch involved things like dumping the contents of memory to a file each frame and writing your own little scripts to scan it for desired values (at least, that's what IIRC Bisqwit told me he did when he wanted to watch memory values). If there's a supported version of FCEU/FCEUX for OSX, I'd love to hear about it.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
RT-55J is right. "Ignores delays caused by bonus effects" is basically an indicator of the game aiming for being awesome even when doing so is "punished" by a lengthy reward sequence. I think all of the Sonic games that don't let you skip the score tally are guilty of this; another example would be the matching minigame in Punky Skunk (where TASing allows the player to ratchet up over 100 extra lives, which are then awarded one by one). Do we have a listing of all of the classes currently in use somewhere?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
As a matter of practice, games are sold. Everyone except for the lawyers who make the EULAs for the games interpret the act of going to a store and handing over money for a box containing a DVD and some paper as a purchase. Signs say "Buy Now". They don't say "License Now". People expect, and reasonably so, that they will have all the same rights they have with the games they purchased as with any other item they buy. As it happens, legally they're in the wrong because of those lawyers; morally the matter is far less clear.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
gia wrote:
You were sold the right the play the game, you weren't sold the game or a distributor license for the game (which costs quite a lot more than what you paid). So I agree that trying to prohibit you from giving away your game to someone else is stupid, but making a copy and also keeping the original for yourself might be pushing it.
A book publisher tried to pull this crap with books back in the early 20th century in the USA: it tried to claim that you were buying a limited, non-transferable license to the book, not the book itself, and thus were not allowed to resell the book later. Got overturned by the courts pretty quickly in this case. This also gets into the issue of EULAs and the fact that you have to agree to something that limits your rights, after you've paid money for the product and opened it (thus rendering it non-returnable in most stores).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Generally we use the English language version unless there are important gameplay changes in a different version. For example, the Japanese version of Castlevania 3 has much better music due to the inclusion of a special sound chip in the cartridge, which wasn't used in the English version. Faster text alone is not a sufficient reason to use a different ROM. Even if the dialogue does drag on in OoT...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
And yet many game publishers are doing everything they can to shut down secondhand sales of games, too. Orthogonal to the piracy stuff, I know, but I do find it interesting.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I think the big problem is that a 100%-kills run of the normal game may not actually be possible, given how often the game throws multiple streams of enemies at you from opposite sides of the screen with no convenient crossover points. I got bogged down in the second half of level 1 from trying to kill everything, though granted I was also for some reason trying to keep the ship's speed as low as possible (I guess to make it harder?). I also tried to show off the different weapons as much as possible, which made planning marginally more difficult in the first half. Weapon switching got more or less ditched in the second half due to needing efficient enemy killing. There's the secondary issue of managing lag in Zanki mode, which you'd pretty much have to use just because it makes the movie look so damn awesome. Death bullets = very yes. Also booooo, Time Attack is easy. :p Nice work, though. If you want to make a full run, go for it!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I guess Capcom shouldn't have tried to combine destructible terrain and moving ceilings, huh? :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Oooh, looking good! I don't have the Windows skills required to be of help here, but I wish you all the best. (I'm highly amused that the "ability to walk to the right" relic was skipped in BMD)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Board game concept: Magewar
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
This is a board game concept I'm in the early stages of poking at, and I'd appreciate any feedback you all have. Each player plays as a mage attempting to defeat the other players in a last-man-standing duel of cunning and wizardry. The game takes place on a hex grid; each player can, on their turn, move to an adjacent hex grid, and cast a spell. Casting a spell involves choosing a spellcard from their hand (each player has an identical hand), putting it face-down on the table, and putting a d6 on it as a timer. Most spells also require placing a targeting token onto the board; the targeting token is matched to the d6 by color so you can recognize each. Each turn, the player then decrements the d6 on the spellcard; when the counter hits zero, the spell activates. So for example, on my turn, I decide to cast a fireball at you. I have three different Fireball spells to choose from, with varying casting times and levels of power. I choose the 2-turn version, put it face-down on the table, and put a d6 on it with the 2 on the die facing up. I then put a targeting marker on a hex near you. Two turns later, if you're in the targeted hex or an adjacent hex, then you get hit by the fireball and take damage. Now obviously, in this simple example you'd see the spell coming and easily be able to dodge it. My plan is to have enough different kinds of spells and areas of effect that the game turns into a bunch of doublethink as people try to figure out what their opponents are casting, how to avoid them, and what counterspells to use. Sufficiently-clever players also ought to be able to trap their opponents so at least one spell will land. At the moment, here's the different kinds of areas of effect I have: * Any: one visible hex * Ball: hits the target hex and all hexes within a given distance of the target hex. * Ring: as Ball, but hollow * Ray: hits all hexes on a bent line out from the player, with the ray never doubling back on itself nor turning more than 60° at one time. * Wall: hits a line of hexes centered on the target hex. Wall spells will need three variations for each possible direction (i.e. the facing of the wall depends on which spellcard you pick). * Player: affects chosen player. Target markers for these spells would be played on the sideboard. And here's some sample spells: * Fireball (Ball): deals damage to players in area of effect (1/7/19 hexes depending on casting time) * Lightning Bolt (Ray) (Range scales with casting time): All units on affected hexes take damage. * Meditation (Player): Retrieve 1 spell from your discard pile per turn used to cast. * Pyroclastic Flow (Ray): affected hexes turn into magma, which deals damage when players end their turns on it. Players in affected hexes immediately take damage. * Frostwyrm's Breath (Ray): affected hexes turn into ice, which cannot be stopped on (players moving onto ice move onto the next hex automatically). Players in affected hexes are pushed back and take damage. * Teleport (Any): move to the target hex. Faster-casting versions deal damage to you. * Blink (Player): move to a hex within N hexes of your current position (N increases with casting time; starts at 1) * Haste (Player): Set the d6 for this spellcard to N. For the duration of the spell, you may move 2 hexes instead of 1 on your turn. * Knife (Adjacent): Deal damage to adjacent player. No casting time; do not discard after use. * Feint (Any): Choose any casting time for this spell. No effect when it is cast; do not discard after use. * Gravity Flux (Ball): all affected units must move towards the center of the ring, if possible. If they are blocked (either by trees or by another unit) or are already on the center hex, they take damage instead. * Molten Cage (Ring): Turn hexes surrounding the target hex into magma. * Warp Spell (Any): Move the target for an opponent's spell one hex in any direction. * Sanctuary (Ball): Convert affected hexes to grassland, which is ordinary terrain. * Thicket (Wall): Convert affected hexes to forest, which cannot be seen or moved through. Unseen tiles cannot be targeted (already-targeted spells still cast). * Counterspell (Any): cancels one uncast spell. * Mind Probe (Player): You may look at one unrevealed spell card. * Nullify (Ball): All spells with target tokens in the affected area are canceled. What I'm looking for mostly is ideas for new spells and areas of effect, but I'd love any advice or recommendations you have. I'm thinking of using my Heroscape set for the board and wizards; mostly what I need is the cards and three differently-colored d6s for each player. One concern I have is that the game needs to end gracefully in a reasonable timeframe (not more than an hour at the very most, I would think, with a half-hour to 45 minutes being preferable). As it stands, it seems like sufficiently-agile players could dodge spells indefinitely. If you have suggestions for a natural way to force a conclusion, I'd love to hear them.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
They're still tool-assisted, just like fighting game combo videos made with programmable controllers are tool-assisted. The definition of tool-assistance is broader than the types of movies this site generally publishes.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
At the command line, do echo $SHELL and it'll tell you what your shell is. We would also be better-able to help you if you pasted your script here.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
What he meant was "not required as an expected input from the game to advance", like when you have to make the map impression in Phantom Hourglass. As I understand it Nitsuja's basically saying there's an opportunity for potential memory corruption or something similar if you close the lid when the game isn't expecting it, but he doesn't expect such a glitch to be discovered or prove useful.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I finally got around to watching this...and the individual room strategies basically looked just like the any% run. :\ Except for the Ridley and MB fights, in fact, I didn't notice any significant differences (discounting items picked up, of course). Oh, well...it's still an impressive technical achievement.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
In other words, "If more games had effective anti-piracy techniques, maybe piracy wouldn't be such a problem"? The problem being that for games where the publisher doesn't have inherent control over an important part of the gameplay (e.g. the remote servers that are a requirement to play an MMO*), anti-piracy techniques tend to be more harmful for the legitimate players than effective at stopping piracy. * Discounting private servers, since as a general rule most of your friends won't be on those.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
In my opinion, X-Ray skipping is pretty tedious stuff. Of course, what you listed for skipping is also pretty tedious. Tough choice...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
MKLip: IIRC the 100% X2 run we have is also an any% run -- that is, the author did the math for what the fastest route is, and determined that being able to one-shot all of the endgame bosses made up for taking the time to get all the upgrades. So any run that does not get all the upgrades is going to be slower. Edit: watched the encode (thanks, Aktanusa!), and it was quite enjoyable. I think my favorite part was the Sigma strategy, which made him look like he was doing aerobics. Nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
The theory sounds good; in practice, operating systems are incredibly more complex than the consoles we're generally concerned with emulating, to the extent that I suspect that getting a movie that plays on two different peoples' setups would be problematic. It's also a huge undertaking -- imagine a savestate for your entire computer. Still, I'd love to hear if anything like this has been tried before.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Are we going to have to start putting motion-sickness warnings on our videos? I initially meant that jokingly, but thinking about it, it might actually be warranted sometimes...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I seem to recall hearing that the Wii version has faster loading times, and in general being able to aim manually without having to stop moving (or lose control of your jump) would be very nice...but the inability to completely break the game sequence is a big minus. Were there any similar patch jobs done to the sequence in Prime 2? Mind, that'd be one long TAS...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I was going to seed, but the only encode I have is the preview that Alden made before the movie actually got published. Still, any encode is better than no encode, so you can download it here for now. Fortunately the movie's only 14MB, so you should be able to get it without too much delay.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Are you going for an all-bosses run, or an any%, or what? I don't think beating Richter should be done in anything but an all-bosses run. If you just want to unlock a new mode for another movie, it's easy enough to make a movie solely for the purposes of unlocking that mode, and submit it with the movie that uses that mode.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.