Posts for Derakon


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goldfish wrote:
That said, isn't it most important to publish TASes that *everybody* can enjoy and appreciate?
There seems to be a not-insignificant fraction of people who find runs less entertaining solely because they know there is a faster run. I don't claim to understand this myself.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I don't get the purpose of the scrolling tri-ominos, but otherwise nifty. Is it really the plan to be level 1 at this point in the game? O_o
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Whatever it is, I haven't played it. *shrug*
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Mister Epic wrote:
Seriously, I can't wait to see adelikat's answer to this movie. Just to see who won the "civil war".
Just watch, he'll refuse to publish this, then unpublish the existing run too. Nobody wins! \o/
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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stanski wrote:
What the hell is wrong with you people?
OH NOES MY SENSE OF ENTERTAINMENT IS DIFFERENT FROM YOURS NOW WE MUST FIGHT (This is, as far as I can tell, the entirety of the thread right here. Not that I've bothered trying to read it all; any thread that gets over 100 posts within a day of being created is almost certainly toxic.)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I don't have any sources to back this up, but I presume that networking firewalls are named by analogy with the firewalls in automobiles. Those walls are between the engine and the cabin and are there to keep the two environments separate and prevent all that nasty stuff going on in the engine from messing with the people in the cabin (and in particular, to ensure that the significant heat generated by the engine doesn't make it into the cabin, hence "fire"wall). By analogy, a networking firewall exists between that nasty outer network and the inner network, and tries to sanitize everything that enters the inner network.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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The final fight with Wily would have him hauling out the debugger...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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The bot only noticed the thread because someone edited the submission, presumably to add the encode.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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The normal walking speed is more plausible; what's actually going on here is they implemented running but didn't bother to make a new set of animations for it. So instead you just powerwalk everywhere.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Ah, good thinking. That makes sense. I hope the subforums do get used. If nothing else, they should be good training for those of us who are somewhat bilingual and want to be more fluent in whatever language we're lacking.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Interesting idea. How are we deciding which languages deserve to get their own boards? It's a bit hard to gauge sometimes; how can we know that e.g. a Portuguese board would be wanted if no Portuguese people are here to ask for it? The Japanese board is obvious, and I suppose there's the 88MPH podcasts to justify the French board...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That was silly. Why not publish it?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Clearly DarkKobold doesn't subscribe to the opinion that merely achieving any endpoint in NetHack is a victory...so you can go play a better roguelike like Angband instead. *ducks* (More seriously, I've played NetHack, it's fine, many of my friends play NetHack, but Angband suits me better)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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If you come up with a consistent and sensible mapping from one game to the other then I don't see why you couldn't do it. I mean, you could theoretically map a Gamecube controller onto a PS2 controller and all you'd lose is L2, L3, R3, and Select. You wouldn't be using the exact same input file, but you'd be getting as close as you could.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Nismo: as Upthorn noted, how do you know when things have gone less than perfectly? How far into the future do you allow the simulation to run before you decide "No, that wasn't desirable, I'm going back and changing it"? It's very easy to decide that something was a bad idea just because the short-term consequences were unpleasant, even if the long-term consequences are good. I mean, think what your average five-year-old would do with this kind of power. Come back to him after he's a teenager, having grown up being able to retract any "mistakes". Is he going to be a better human being?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Guh. Yeah, looks like Sega took notice. Not certain what they expect to accomplish at this point since the game's done...but that still sucks.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the encode, Mr. Epic! For people who haven't seen this game before: the player's ship has four ways to damage enemies. The first is a built-in machinegun. The second is to steal gunpods from enemy ships, which function in various ways (e.g. Cannon fires piercing shots, Riot penetrates armor). The third is to try to use the gunpod button when no gunpod is equipped, which causes the ship to kick with its manipulator arm. The fourth is to change speeds; the white flare from the ship's engines when this happens damages ships. The manipulator arm is also invulnerable, which is what lets the ship get shot without being destroyed (gunpods can also be used as shields but are destructible; sparky uses this sometimes to disarm by rubbing against the terrain). Technically, this is a strong run. Stylistically, I feel like it could have been better. Most enemies are killed with a minimum of playing around, often as soon as they enter the screen. The "lingering damage effect" glitch (which is what is killing enemies when the player's ship is nowhere near them and not firing) also really killed entertainment for me; I feel like this is one situation in which a glitch that makes the run faster did not improve entertainment. For one thing, it completely removes boss fights from the equation, and they're one of the strongest points of this game. Yes, it's faster, but speed isn't always the best thing to aim for. This is also petty of me, but I would have liked to see the out-of-plane enemies killed. It's not like there's a shortage of Wasp ammo. There are moments of brilliance -- the Blade use in stage 4, the use of the Mosquito...but there should be more. Grabbing gunpods (you get a score bonus for each one, incidentally) and using them briefly just to throw them away shortly later for a different gunpod would really spice the run up. In short, for the most part this feels like the kind of run a skilled player would make if he were using savestates. There's no actual mistakes, but there's little showing off either. Enemies are dispatched quickly, but mechanically. In the past we've seen that scrolling shmups have room to do better. I still think this is good enough to be published...but I also think that a run that pays more attention to entertainment, even at the cost of speed, could obsolete it.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the encode, feos. The run looked pretty solid, though I feel like the game itself doesn't have a lot of the little touches that the arcade games had. Nothing to be done about that of course. Nice work, x2poet! It would be nice if you could explain what the items you detoured to pick up do. That would help us understand why getting them is helpful.
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A series of vs. matches, that's all. I.e. more than one. A simple way to handle it would be to just use each character once.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Savestates seem like the easiest way to see the future, that's all. You could also simulate the piece generator, opponent actions, etc. to figure out what's coming up next, but that seems like a lot of work when you can just advance the emulator a few frames and take a look. As for branch, I don't have a strong feeling about it. A single match would be a pretty brief TAS, but the entire "Storyline" is probably a bit too much. Maybe have some kind of exhibition series?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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True wrote:
This site is seriously starting to look like some Sonic fanforum full of nitpickers.
"Starting"? This site's been full of obsessive nitpickers since the dawn of time. That's what TASing is. ;)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I'd be very interested in seeing a bot play the game, especially with access to savestates. Given all the allegations about cheating computers in vs. puzzle games, it'd be nice to have the cheating AI on our side for once. :) It could also be neat to have some kind of AI competition where participants compete to make the best automatic players for various vs. games, but that's getting off-topic.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Couldn't you do something along the lines of replacing the Playstation's CD drive with a solid-state drive? Sure you wouldn't be running on the original console any more, but you'd be using the console's logic, just with a different (and transparent to the console) loading method.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Streets of Rage Remake
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This is pretty amazing -- a remake of the three Streets of Rage games, with high-quality remixes of the music, a massive character sheet, improved AI...the whole thing's just incredible. And finished! Apparently they sent a letter to Sega saying "Hey guys, we're working on a remake of some of your old games" and basically got a Shrug of Indifference, which is a damned sight better than Squeenix's shutdown of the Chronotrigger remake. I played it for the first time last night, and made it to the final boss on the SoR2 path (Normal, 3 lives/continue) before running out of lives. Sadly you need to beat the game to be able to purchase unlockables. :(
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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To make a comparison, Angband 2.4 is the original version. If you were to compare it to 3.2 (which was just released earlier this year), you'd find practically a completely different game; the game balance has been massively changed by the addition of new monsters, items, and set-pieces, not to mention improving the player's ability to track information. I'd imagine something similar goes on for NetHack. The game isn't ever finished; they're continually striving to improve it, which means changing the game balance in addition to fixing bugs.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.