Posts for Derakon


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I believe the logic being discussed is simply that the game will attempt to do 60 physics updates per second, and if it has spare time after that, it will dedicate it to doing extra display updates. Thus for example, if your computer is fast enough to do 2 display updates per physics update (and you have a 120Hz display, of course), then you'd see something like this (for an object moving at a speed of 5px/sec):
Physics tick   Displayed position
1              0
1              2.5
2              5
2              7.5
...
Of course, given that most people have displays updating at 60Hz, in practice this does not make a significant difference, but it can be very useful if your physics tick is expensive, since you can bring the physics framerate down (e.g. to 20 or 30Hz) without making the display all jerky. For a TAS, I suspect that locking the display rate to the physics rate will greatly simplify the TASer's life.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I don't think the pausing is annoying right now, but if you think you can make it better, by all means, go for it. :) The run looks good! Energy management looks tough though. Thanks for the encode, feos!
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Thankee kindly, Mothrayas. For what it's worth, I think that the recent SMW TAS is hilarious and an excellent demonstration of taking a game to its limits. However, I also think that it no longer qualifies as "playing" the game. But that's beside the point. Our audience is here for multiple things. Some enjoy the kinds of detailed hardware/software analysis needed to pull off what amount to incredibly precise security attacks. Many enjoy watching a game be played in a "theoretically perfect" manner that nonetheless stays within the bounds of how they (the audience) played the game. I don't see why we should try to artificially limit our audience. Really the biggest problem we have is that (I assume) most casual TAS watchers fall into the latter camp, while most TAS creators fall into the former camp. Making a good TAS requires a really strong understanding of the game, and that occasionally leads to discovering exploits that a normal player, even one of high skill, would never discover. Limiting yourself (as the TAS creator) to not use a difficult and obscure trick, especially when you're the one who discovered it, is probably pretty painful. So then they create these movies that they spent months or years working on, and the comments are all "Well, that was interesting, but does it really count as beating the game?" or "Man, all these glitches really ruin the gameplay." Which is perhaps a little bit ungrateful on the part of the audience. :) Frankly as far as I'm concerned, if you make an awesome movie using TAS tools, then it should be publishable on this site. Does it really "complete" the game? Who cares! Does it use inputs that a normal player would never be able to access? Who cares, so long as they're repeatable! Was the movie enjoyable to watch, that's what matters.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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For what it's worth, there's a video on YouTube somewhere (and every time I mention this I wish I'd saved the link) of someone pulling off a L+R glitch on an unmodded SNES controller.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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If you like, you could use the Dvorak keyset for your keyboard, in which case the letters under the left hand are aoeui instead of asdfg! </helpful>
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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What the crap. Seriously impressive work, and I'd also love to see this verified on a console if possible.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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NitroGenesis wrote:
TASVideos: Funny > everything else.
Entertainment > everything else. That movie had phenomenal reception from the audience. It may not be especially interesting to you, but that doesn't mean it's not star-worthy.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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In many games it may be possible to recognize an end state if the bot encounters a memory state that exactly matches one it has seen before. That should never happen in normal gameplay, since score, lives, timers, etc. would all change. All this should require is for the credits sequence to reach a point at which they either stop or loop. Ideally any in-game timers (e.g. used for RNGs) would also be disabled in the credits, but ultimately the timers would loop anyway, so as long as you're willing to wait it shouldn't matter.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Making each level as a separate movie is unlikely to work unless the game state at the end of the first movie is exactly the game state at the beginning of the second movie. Otherwise, random effects that go one way when you make the movie may go a different way when you try to stitch the movies together, resulting in a desync and causing the run to fail. Why not just make the entire thing as one movie?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Someone was working on SoR3; there's a thread for it. If I recall correctly they'd made it to the samurai bosses (fourth stage) before running out of motivation.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Save early, save often, make backups (wouldn't want to blow away all your work by accidentally loading an early savestate and recording from there, for example), and take time to verify that your movie actually works, especially if the emulator you're using is prone to desyncs. Otherwise you're liable to lose a lot of work.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Air resistance is, broadly speaking, proportional to the square of speed and to the surface area of the object in the direction of motion. That squared term is why it costs so much more to get to e.g. 80MPH than it does to get to 60MPH. As such, any attempt to involve it immediately gets you into some rather tangled calculus. And that's ignoring the drag effects of turbulence behind the object.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Oh gods, this game. I played a Flash version of it and quit in disgust after the third level exhorted me to "THINK", despite that none of the levels thus far had required anything more than mindless tedium. In short, the encode's pretty boring. There'd better be far more interesting levels ahead for this to be worthwhile, IMO.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Patashu: very possibly! Thanks for sharing that video. It seems like it's not so much a binding or attractive force as it is an emergent property of having lots of inelastic collisions, as Warp describes.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I suspect it depends on the country you live in. The USA is very corporate-friendly on this kind of thing; Europe is considerably more consumer-friendly. I don't know about Brazil. Just because Steam says it can do something doesn't mean that's true, though -- companies are still, thus far, required to obey the laws in the countries they operate in. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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For what it's worth, I'm ignoring "optional" grinding needed for 100%ing games. In Dawn of Sorrow, much of the interest from the gameplay comes from a) finding interesting souls, and b) trying out new weapons. Both of those are made painfully aggravating by the ridiculously low soul drop rates. 100%ing the game would mean killing every single enemy in the game several dozen times at least; you get practically no souls "naturally" through gameplay (except boss souls of course). In Portrait of Ruin, much of the interest comes from trying out new subweapons and spells, neither of which requires any random drops; at worst you may have to grind for money but that's pretty easy to do. There's some interesting rare weapon drops but it's not a huge problem if you don't get them. Order of Ecclesia is similar to Portrait of Ruin: you get lots of glyphs (i.e. weapons) from guaranteed sources, and the ones that do randomly drop are fairly common.
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scrimpeh wrote:
I find all of them to be equally enjoyable - Get OoE if you can get along with the steeper difficulty curve. Unfortunately, all of them are very grindy.
Different kinds of grinds, though. Dawn of Sorrow has grinding for random drops (i.e. souls), which are far too rare, and it has an asinine system that converts souls to weapons. So if you want good weapons then you have to grind for souls and then use those souls up so you don't have them any more. Portrait of Ruin has grinding for subweapon mastery, which is just playing normally while making certain to tag each enemy you kill with your subweapon at least once. But you aren't forced to grind for them except if you want to 100% the game (since a few "sidequests" involve mastering subweapons). If you do want to 100% it though then you're in for a lot of enemy killing, since several subweapons take far too long to master. Order of Ecclesia didn't have that much grinding that I noticed. There's the occasional glyph drop from enemies, but mostly there's enough enemies, and the drops are common enough, that you can get it without grinding. On the flipside, the game is hard enough that you may find yourself wanting to grind out levels (and/or cash for healing items). Personally I didn't do either and had a hell of a time beating certain bosses. Then I got to the final boss, said "screw it", and ate about 50000 calories worth of food (i.e. all the healing items I'd stocked up and never used) for healing rather than go to the trouble to master the fight.
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Is this one of those situations where a little tweaking will make a movie that syncs with lsnes?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Glitcher wrote:
Seriously, this is a trend that needs to cease. STOP MAKING RIDICULOUSLY HARD HACKS!! They're not fun to play! I appreciate a challenge as much as the next gamer, but not one where the game continuously beats me to a pulp. Super Demo World got it right; aside from a few spikes in the difficulty curve, it was pretty much on the level with the original game. Why can't hackers make games more like THAT instead of this garbage?
The reason this happens in basically every ROM hack is because the hackers, and their primary audience, have all played the original games to death and thus are very good at them. The game isn't targeted at you, the casual player who beat the original game a couple of times fifteen years ago and then never picked it up again. For what it's worth, apparently once you beat a single Robot Master the game becomes much easier, since all of the weapons you get in this game are very powerful. I'm lead to understand that Ring Man is the "intended" starting point. Remember to abuse Rush Search; he only digs up large weapon energies, large healths, extra lives, and E-tanks, and he'll get a 50% ammo refill every time you die. Also, if your health is full then every health pickup you get is converted at a 50% rate to weapon energy.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I guess I forgot the requisite emoticons to indicate sarcasm. Because that previous post was sarcastic. It was not meant to be taken seriously.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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IMO don't get Dawn of Sorrow; it's horrifically grindy. Portrait of Ruin and Order of Ecclesia are both solid games. OoE is more challenging generally (that is, its Normal mode is harder than PoR's Normal mode; both can be made balls-hard by postgame options), and it's mostly broken up into a series of largely-linear "levels" instead of being one big world. Of the two I think PoR is probably more accessible, but they're both good.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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^Tamis Holy crap dude. It's just a cartoon show.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Beep boop must categorize everything and have rigid rules for every situation. Exceptions are not allowed. Human judgement is not to be trusted.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Couldn't you just start from an existing save? You'd have to supply the movie that makes the save as well as the main run, but that's no big deal because it doesn't have to be optimized.
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Pretty decent; I wonder, how would a max-difficulty run compare entertainment-wise? VFX would be in more limited supply (IIRC the easy difficulty has you with a built-in VFX Turbo Charge in addition to the one you can buy), enemies would have more health, and the player starts with less health; any other changes? Does that just make fights more tedious or does it cause a qualitative shift in how the game plays?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.