Posts for Derakon


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In a word, yes.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Given the small change in speed, I don't think it's worth it. Especially if it makes it significantly harder on the TASer and means we won't get to see Extreme Tonguing Action.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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If you view source on his post you'll see the "URL" http://No.Spoilers.Here/Someones_going_to_kill_me_for_this
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Awesome. I've filed the bug. :) Looks like a problem with TerrestrialObject.canGrabLedge(). As for graphics, don't worry about it. Graphics are obviously not going to be everyone's forte. Fortunately, the maleplayer sprite has a fairly wide set of actions available, so it can be used as a placeholder until "real" graphics get made.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Oh, dear. Thanks for catching that. I'd erroneously included some .pyc files in the initial commit, which allowed those bugs to slip through (and are also why I didn't catch the bug in the first place -- I'd renamed a file from "sprite.py" to "spriteConfig.py" but didn't delete the "sprite.pyc" file). I've just checked in an update that should fix that (removing the .pyc files, and fixing the bugs). You'll need to delete any generated .pyc files in your personal repo. Jetblade assumes Python 2.5, but I don't think the version of PyGame matters.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the feedback! I have done some work on varying the rules for map generation depending on the local terrain type; the screenshot I posted doesn't show that well because I only have three terrain types and the one that looks at all different is barely in it. My overall goal is to make the map generation routines flexible and configurable enough that you can create "man-made" structures just by tweaking the rules for tunnel placement, tunnel length/width, and available tunnel features. Check out data/mapgen/zones.py for what I've accomplished so far on that. Here's a screenshot showing a bit more of the "techpipe" terrain type, which enforces axis-aligned tunnels and doesn't use the more irregular tunnel types. It's not perfect (since there's a special rule that breaks the axis-aligned constraint), and it's still not really what I'd call a "structure", but it's closer than the freeform tunnels of the "jungle" and "lava" terrain types. The todo list is mostly being used to mark areas where I've left features unfinished or where I'm not happy with my solution to a given problem. Think of it as the auto-documenting equivalent of writing HACK in the code. It's not a roadmap by any means; I'll be adding that to the wiki when I get a chance.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: New OSS project: Jetblade
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I've decided to make the project I've spent the last few months working on into an open-source project. It's called Jetblade, and it's a 2D platforming game using procedurally-generated levels. At the moment, it can generate maps like this one, and you can explore them using the player avatar with accurate physics; thus, it's not really a playable game yet. Still, there's a lot of code here doing a great deal of work; as I said, I've spent several months on this. Jetblade is written in Python with PyGame. You'll need Mercurial to download the source code (Mercurial is a VCS like git, and very easy to use). There's Doxygen documentation for the project in the 'html' directory of the source, which should give you a starting point for figuring out how things are organized. I've also included all of the Blender files for the models I've made so far (minus the file for the terrain blocks, which is too big and needs to be split up). Please take a look, and if you're so inclined, contributions are welcome!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Contrarily, I do suggest adding entertainment, precisely because the run is going to be so long. A few frames lost to doing something interesting is a comparatively small sacrifice.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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...you've found some way to corrupt memory without any powerups? My word. Or maybe you're going to use the demo mode somehow? I don't think I've ever seen it desync, though. Granted I haven't watched it in ages.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Bisqwit's verdict on Saturn's 14% run was basically "The site isn't currently designed to reasonably allow for this run to be published, but it might be published in the future after a site redesign." Presumably the same would apply at that time to other 14% runs.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Mostly it was entertaining, but personally I'd have not gone with manipulating the slots so much. They were running pretty much constantly, which meant that the tinny "You win!" sound effect was also going on a lot of the time. That got irritating fast.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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How long does pausing to bring the potions out take in comparison to getting the ball you get after Balore dies?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Practically speaking, your first effort is always going to be flawed. So yes, it's a good idea to get feedback before submitting it. Your options are either "Hey wow, this is really good, you should submit it!" or "Well, I noticed these things that could have been done better." But the former option is vanishingly unlikely. Contrast that to submitting your first movie, where your options are either "Hey wow, this is really good!" or "What the hell, why did you submit this, I noticed these things that could have been done better." For better or for worse, we're more acerbic with feedback on the workbench.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Doesn't the good ending basically consist of Richter saying "But he's ten times your age, Maria!" ?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Mm, there's a stark difference between "This is my first effort at a TAS; what do you think?" and "I'm submitting this TAS to be published on the site." Doing the latter as your very first action on the site is likely to make you some enemies (unless you actually legitimately made a good run, of course).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Ideally, audio commentary should be done by someone who a) has in-depth knowledge about the subject in question (you'd ask a director, producer, actor, or film critic to provide commentary on a film; you wouldn't ask a plumber) b) has some experience in speaking in public (e.g. speeches, debate, acting), and c) has prepared material ahead of time. Occasionally you have someone who's good at improvisational routines, but the vast majority of us aren't. This tends to result in people saying any old thing that comes to mind, which is frankly not very interesting. You need to know what you're going to say, when you're going to say it, and how it's going to be delivered. Otherwise it's liable to fall flat.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I could get behind all-bosses, all-relics, or all-enemies runs. They all seem reasonable approaches. Note that 100% runs in Aria of Sorrow/Dawn of Sorrow are basically all-enemies runs with the additional requirement that you get a soul from each enemy type (so, lots of, aha, soul-killing luck manipulation).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Acheron: like the Super Metroid hacks that reduce the bomb timer to nothing? Yeah, that could be pretty interesting. Superflip all over the place...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Rerecord counts are not the standard to judge a run by. They're a potential indicator, but ultimately you have to judge the results, not the number of woodshavings on the floor. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Very nice run. I'm glad to see that you played around with the enemies during the forced scrolling segments instead of killing them off immediately. How'd you do that "jump off the bottom of the screen, then come back on" trick? It seemed like you stayed down there far too long for it to be just a generous "this is where you die" line.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Of course, in this case "real men" are little boys with magical masks and way too much knowledge of physics, but that's a minor detail. :) Looking good!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the encode, FractalFusion. Wow, what a terrible game. I take it the truck's only redeeming ability is that it's shorter? Not even faster than walking? Still, the movie was reasonably entertaining.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Because then the site would be aiding copyright infringement, which would give the copyright owners good cause to stomp it down hard. And if you think that there's little cause to defend games that are upwards of twenty-five years old now, I'd like to direct your attention to a) Nintendo's classic games store on the Wii, and b) the DS subforum.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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In general, any time a run's been on the workbench for a long time, it's because either a) all our encoders are busy with other runs (after all, they aren't required to go work on the oldest one), or b) all our encoders are just busy, period, or c) the run is unusually difficult to encode So just have patience. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I assumed that was him luck-manipulating the color sequence.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.