Posts for Derakon


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Masterjun wrote:
Radiant wrote:
their behavior is completely deterministic
Ah, yes, it is! So then... Can you give me some examples of video game enemy behaviors that are not deterministic?
If you think that Radiant was being cute about determinism (since almost all videogames are deterministic in the sense that they don't have truly random sources of entropy), each of the Pac-Man ghosts in fact has a different programmed behavior. Red chases Pac's current position, and gets faster when there are fewer dots left to collect. Pink targets a position 4 spaces in front of Pac. Orange chases Pac until it gets close, at which point it flees. And Cyan has a weird target selection system that's based on how close Red is to Pac. But they're all deterministic and manipulable by changing how Pac moves. "Random" enemies in the videogame sense of random (i.e. still subject to the constraints of the PRNG) are all over the place. Zelda's darknuts, Final Fantasy's monsters (aside from the heavily-scripted bosses), the cross-tossing guys in Ninja Gaiden, zombies in Castlevania, etc. etc. etc.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That boss fight was silly. So the any% can now completely avoid getting spiderform? Nice. That one was always kind of boring.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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People do frame-perfect inputs in fighting games all the time. Speedrunners will go for frame-perfect inputs for major skips all the time, too, and depending on the skip, if they don't get it they may have to start over (either the skip setup, or the entire run). It's just a matter of practice and a little luck. With a game like SMB where the entire run takes 5 minutes, any tech that saves even a few frames will be attempted, forcing a reset if the tech fails.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Looking good! The backtracking after the hover really hammers home that something screwy is going on, especially when you reach the elevator, it drops 6 inches, you turn around, and suddenly there's guards everywhere. Also, nice job getting a dead guard to glitch through the floor. :) Keep it up!
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I watched a few levels scattered throughout the game and honestly wasn't all that impressed. I absolutely do not agree with the "better than the original game" comments. I mean, technically speaking, the hack is pretty impressive, with the custom models, music, etc. But the levels mostly felt pretty generic to me, and nothing interesting is done with all of that custom content. If you look at the "original" NSMB levels, they all are strongly distinct and have unique themes. Whereas most of the levels I saw in this hack basically consisted of long corridors with enemies, coins, and blocks scattered through them. They didn't feel designed and had no sense of place to them. I couldn't tell you if a level came at the beginning of the game or the end except by looking at how far along I was in the video. I'm not saying that literally every level was bad; the pyramid level had some interesting ideas, for example. But most levels just felt generic. As far as the TAS is concerned, the gameplay looked competent. I didn't see any obvious flaws, from what portions of the movie I watched. But I didn't find it entertaining either. Voting no on the merits of the hack itself, which I feel doesn't meet the quality standards that TASVideos has set for hacks.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Are these why you cancelled your any% submission?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Nice finds! Does the shopping glitch let you buy items that you don't have enough money for? If not, I guess you could just "buy" cheaper stuff to get enough money to "afford" the more expensive items. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Gonna have to say I agree with Samsara. It sounds really weird to allow some warp glitches but not others, so unless the run can stand on its own merits as being especially entertaining (i.e. is a Moons run) the rules for the run would likely be considered too arbitrary for the run to be published. I mean, don't let that stop you from making the run if you really believe in it, but it'd be an uphill battle to get it published. This is completely ignoring any hypothetical 100% run, mind you. Just looking at two different glitched runs and trying to figure out a way to differentiate them that isn't arbitrary.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Huh. I don't remember the slash-cancel technique. That kind of renders the jumpslash ninpo kind of irrelevant for fast boss kills! Nice run. The playing with the Windmill Shuriken (and more generally with the environment and enemies) was well done, and of course it's faster than the previous run. Way to make a mockery of an infamously hard game!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Wow, nice work! The lack of downtime is great, and should pretty well put to bed the argument about whether Monkey Claw is worth it :) The Tinkertank fight is also a lot faster with the spell use.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Can you do this in dungeons to skip across rooms? What about in towns? Or is it solely for forced encounters?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Why do you need to grab every snake segment in each level? The exit opens when you get all the food, right?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Looking good! I see the message-writing tradition is alive and well, too.
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My parents had a purely mechanical Bridge game, as in the card game. You could load it with punchcards that defined the shuffle. Unfortunately by the time I was old enough that I could maybe have figured out how it worked, it'd disappeared. I'd love to know how the AI was implemented.
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Yeah, this is looking great! The carrier entry was pretty WTF: I was thinking "I don't remember being able to walk on this...wait, he just went through a wall!" The rest of the level looked very clean, too. For any future "autoscroller" sections like the elevator, though, you might consider letting some goons live a little longer instead of killing everything ASAP. Bond can afford to toy with his enemies, right? :) Assuming it doesn't cost you time of course.
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Easy yes vote. Nice work!
Spikestuff wrote:
But, I'm disappointed that this wasn't an "all cups" TAS and only focuses on completing a single one.
I'll take what I can get. The impression I've gotten is that making these TASes is very difficult, so the amount of effort involved in an All-Cups TAS would be much larger to the point that it might not ever be finished. Of course it would be preferable, but I'll take a real run over a hypothetical run any day.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Not the most interesting mission, but it looked fine to me. Nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Nice work, and congrats on finishing the run! This is such a weird game, it's hard not to like it. I think my favorite bit of random weirdness is the purple succubi with machineguns, though the chickenwalker with a woman sticking out of its head is pretty good too. A mechanic that goes unused in this run (presumably because it's too slow) is that you can eat some of the enemies you kill to regain health. Those weird pod things in the last level can also be eaten. Otherwise, your options for health recovery are super-limited; it doesn't even refill between levels.
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PHP is possibly the worst language in common use today. Sure it has a lot of pre-existing "solutions" that you can leverage if you use it. But plenty of other frameworks written in actually good languages also have a similar, if perhaps not quite as extensive, body of work. And the work that your developers put in to integrate those solutions into your website will go much more smoothly if you aren't working in PHP. Honestly I'd say just go with Django. It's written in Python, which is an easy-to-learn language with much stronger design fundamentals than PHP. Is Python perfect? No, but no language is, and the ways in which Python is imperfect are mostly matters of personal taste (like semantically relevant whitespace, or lack of strong typing) rather than objectively bad decisions. And Django is easy to set up, easy to "graduate" from a local page to a webserver, and popular enough to have lots of support and help online.
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Samsara wrote:
The thing about C#, though, is that we have numerous trustworthy contributors to BizHawk who could make the jump into site coding if we choose to stick with it. It may not be a "proper" framework, but it's something we could potentially start doing very soon without having to look around for people versed in something else.
This is a big project. Precisely the last thing you want to do is leap in half-baked. Enthusiasm is great, don't get me wrong, but you need a lot of planning, too. Plus, the more languages you already know, the easier it is to learn a new one. Anyone who knows C# will be able to transfer a lot of their knowledge to learning a new language. And naturally, anyone who has not learned any language will not be at any advantage or disadvantage; they'll have to learn something new anyway. If you can find a good C# web framework, then by all means use it; there's no sense in fracturing your "language platform" unnecessarily. But I would strongly recommend that you use a good framework in another language in preference to a mediocre framework in C#.
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If you're going to write a website, there is absolutely zero reason to not use an existing framework. Frameworks will take care of 90% of the work, leaving you able to focus on what the website does instead of how it's implemented behind the scenes. You cannot afford to be wasting effort on reinventing the wheel, especially when you're short of manpower to start with. And a good framework will still give you a ton of flexibility in terms of picking e.g. what type of database to use and how to scale the site, so you won't be sacrificing control over anything you actually care about. What specific framework to use...I don't have the necessary background expertise, except that I'd say in general to avoid PHP, despite its wide support, because it is famously fractally bad. I've used Django (which is based on Python) in the past and been perfectly happy with it. I have never heard of a C# web framework; such may well exist, but I'm not aware of them. My inclination is to say that writing a website is different enough from writing an emulator that you should care more about using the best tools possible than you should about using a language you are familiar with. Whoever works on the website will have a lot of learning to do anyways, and their code will not (should not!) end up looking very much like the code in BizHawk. That said, it would be good if you had access to someone who is familiar with the language, so they can help advise others and smooth over any learning "humps".
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The exact same thing happened with Streets of Rage Revisited -- left alone for the entirety of development and then sent a takedown notice within a day or two of v1.0 being released. ...kind of odd I haven't heard about this happening with any Megaman or Sonic fangames, of which there must be millions.
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Okay, fair enough! Good to see that you're being thorough. :)
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It's always nice to know the why of decisions made in a TAS. And you can re-use the posts for your eventual submission. So I say, keep 'em coming so long as they're not too much work. :) Level looked good. I can't remember -- can you switch weapons when sprinting? Would it be possible to take out the AK-47 only immediately before you shoot the computers? I guess it gets equipped automatically when you pick it up, right? Maybe if you grabbed an earlier one, switched back to the pistol, then switched the AK in again when you got to the computer room? That seems unlikely to save time, but maybe it would.
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feos wrote:
I think the idea was that we don't have to strive for glitchy mess exclusively at SGDQs. The event is softer, some pure replays are alright, as long as we can comment them well.
They don't have to be glitchy messes, absolutely not. But they should still look different from a normal speedrun. The Gradius run doesn't do anything that speedrunners would consider a glitch, I think, but it's obviously not human play, for example. Basically the problem with VVVVVV is the same problem that any TAS of a precision platformer would have: the "space" that the runner has to maneuver in is very tightly constrained, so absent glitches, all runs, TAS or not, tend to look alike. I don't think a TAS of I Wanna Be The Guy/Boshi would be very interesting for a GDQ, for example.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.