Posts for IdeaMagnate


1 2
9 10 11
14 15
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
That was great. I don't know if you intentionally got some of Waruyama's midgets to commit suicide, but it was a funny addition. You found some clever improvements over your last WIP and lots of uses of the glitch I wouldn't have thought of. Manipulation of the buggy boss damage system was good too. A casual observer would never think the later bosses had 30-45 hp. Now that I've got a Gens all hacked up for Linux I'll be able to put some time into optimizing the low-glitch version. Both versions are/will be interesting in their own way, so hopefully there's room for both of them.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I know next to nothing about win32 coding and don't have a personal windows box to work with, so I can't help beyond Linux. Gens+ is nice, but I don't have the time to port it and I don't have the knowledge or tools to add rerecording to the win32 version. For now, I can only say that I'll keep this code working.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I got tired of using wine to do recording with Gens on Linux, so I got into the source and ported most of Nitsuja and Jyzero's relevant changes. I also dropped the Glade stuff, made some other UI improvements, added a ram search/display and made all the buttons in the config file human-readable. I'm calling these changes Gens w/ Rerecording and Ram search for Linux (aka grrl, since I'm feeling goofy). I'll keep this post updated with the latest version. The code includes Bisqwit's AVI recording patch (Gens212a-moviepatch-jyzero,bisqwit), but I haven't tested it. It's also very Linux-centric and a little rough around the edges. Edit: I've set up a page on the wiki that will contain anything of interest.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Good chance. Give it a week. ;)
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
In Alaska area 1, I noticed you punched a snowball instead of flashing and using the temporary invincibility to go through it. Did you test whether this plus the 14 frames of lag from an enemy explosion is faster than flashing?
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I'll post the code once I get a few more of Nitsuja's changed ported and get the code in a presentable state, though it's very much *nix-only. If enough people care to ask, it shouldn't be difficult for one of the coders familiar with Gens/win32 to make changes there.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I've been hacking around on Gens and have managed to get a ram search working. You're mostly right about how much damage hits do, but some of the bosses take more damage than they're supposed to if you hit them quickly enough. The stage 3 intro boss has 30 hp, and your hits do damage as follows: 2,4,10,2,2,2,10. The casino boss has 45 hp, and your damage is even better: 4,10,8,8,10,2. I've tested the stage 3 intro boss, and if you go slowly damage is normal. This could be an interesting place for optimiziation.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
The first time I looked at this I hated it because it was ugly and I had no idea what was going on. Looking at it a second time, I now think it's an absolutely beautiful movie. It's very easy to tell how many death traps there are and how tricky it would be to avoid them in realtime. It's also a blast to see you go though puzzles in a few seconds that would take me a very long time to figure out. I wish you'd shown a few more of the death animations, but that can't really be helped. It's a very easy yes and I hope it gets published soon.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
What do you mean?
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I'd call it a meh. The game has some potential but your playing wasn't that great. I noticed the following: 11:16 - missed shot 13:15, 13:18, 13:28 no prejumps through platforms falling stage - couldn't be faster but could have been much more creative and entertaining I liked the bug with the Godzilla boss, but overall the tas wasn't very special.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I thought it was strange that it looked like he took damage, but that I couldn't find the damage indicator. Thanks for clearing that up.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Was it a desync or did you take a bunch of damage on the Statue of Liberty stage on purpose? Other than that, I found this more entertaining than the previous versions and will be glad to give this a yes too. I especially like how you end input before the game is really over.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
FYI, the autoscrollers took me about 5:30 and you could save time by avoiding lag if you wanted to. Your dancing should be fun to watch. ;)
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I noticed that there's a variable number of frames (4-8?) that you spend on the left side of the screen when glitching. Have you tried to do anything about the variablilty? It could be that glitching asap always ends up moving you farther than delaying a frame or two, but the high speed while glitching might make it worth optimizing for this. I'm sure I'll find other stuff, but I really like your tas so far too. You're doing much better than I would have done. Be sure to give me a chance to go over this well before submitting it. If I can't submit a low-glitch version, I'll at least try to help with the glitchful one.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
an AI koan:
A novice was trying to fix a broken Lisp machine by turning the power off and on. Knight [one of the List machine's designers], seeing what the student was doing, spoke sternly: "You cannot fix a machine by just power-cycling it with no understanding of what is going wrong." Knight turned the machine off and on. The machine worked.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Death as a shortcut was well-integrated into your routes. The only time I found questionable was after the forest boss (the three statues) when it *might* have been faster to use one of the orange balls to die, but I'm sure you already tested that.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
In the ghost levels, would it be possible to either continue jumping up the staircases after they collapse, or to ascend them after they collapse to avoid the wait while you slide down?
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
That's a great new trick. The movie desycs for me on the boss before the casino stage, but everything up to that looks very good (though I haven't picked it apart yet). I was aware that some hits do more damage than others and if I continue polishing the bugless run I'll confirm what you found. I also knew about the technique you used to leave the hand boss's room, but I wouldn't have expected it to be faster. Nice work. Good luck with the tree stump boss. I'd be surprised to se see him 1-rounded, but I was also surprised that you beat my s1a1 time by almost 3 seconds.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Kyrsimys wrote:
Yes, I did test it. As I say in the submission text, I made sure I would fire full-powered shots when possible.
I saw that, but it could have meant that you were optimal as far as firing fully-charged shots without testing semi-charged ones. I'm glad to know you tested it both ways.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Did you test whether it'd be more efficient to hit the last three bosses with a bunch of semi-charged shots? Other than that, it's a good improvement over the last version.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
It has very few interesting features and the gameplay, even if perfect, wasn't entertaining.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I'm going to slow down on this now that school's started. Once I get some things cleared up and measured, I'm going to carefully go over the tas, looking for optimizations I missed the first time and fixing the ones you all have been kind enough to point out. (I know the last boss fights could be better. They won't be hard and I didn't feel like being especially fancy on something I knew I wouldn't submit.) Any optimizations will always be welcome. The game is hexedit friendly as long as I redo the game up to a point where the music fades out, so changing s1a1 right before I submit is a possibility. I expect to redo a significant part of the game (between 30% and 50%) and will probably post updates as I optimize each stage. Depending on what I find and how much schoolwork I have, I'd estimate about a week between updates. Edit: I'm putting this on hold, probably until spring break. I don't have the time that both this and my classes deserve, and classes have priority. If someone is interested in making this submission-worthy, I'll share what I know. Otherwise, I'll pick it back up when I can find the time.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Be sure you never mess around when you're not recording, and if you find something save the gmv to a safe place before you do anything else. You never know when you'll find something.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Yeah. I've tried to minimize the lag from the confetti, but I also wanted to break everything breakable in the auto-scrollers to make them more interesting. The magic number to avoid lag seems to be 4 blocks-worth of confetti onscreen at once. In the first autoscroller I was mostly able to do this, but in the last one time was tight enough that I tried to get all the blocks broken in as short a window as possible to end the lag sooner. I'll take a shot at reducing lag in the autoscrollers when it comes time to redo them. The bonus stages also have a ton of lag, but I doubt it's possible to reduce it without wasting time. As for 22:53:00, I tested landing on the upper platform first, but I held right while jumping. I just tested holding right vs not holding right while doing a full-height jump from the ground with 50, 25 and 15 frames of a running start, and holding right was either marginally faster or the same. (The 50th frame is the first you can jump on and be charged.) However, it's good to know that holding right *will* slow me down when jumping off a platform. I'm probably not going to redo the platform autoscroller, but I might be able to save some time elsewhere. I also noticed that if I fall off the ledge and come out of the volteccer at the right time, the platforms will magically be in a more favorable position. Twisted Eye, that's a great bug. Thanks for the demo. It looks a little harder to manipulate than the normal mehtod, but that's what rerecords are for. ;) It will make a more interesting and much faster fight. I also want to look into getting dark Pulseman stuck in a wall
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
1 2
9 10 11
14 15