Posts for Truncated


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So, I'll start off with some thoughts: The items/monsters are mostly clumped together in different parts of the castle. As often as possible we should try to get all items and kill all monsters in an area when we visit it, so we don't need to revisit it later. The clumps of items/monsters as I see it: - SWORD, LAMP, GEM, SNAKE - Left OGRE, FANCY GOBLET - Right OGRE, NECKLACE, HOURGLASS, Left DEMON, WAND, SILVER BARS - HARP, RUBYS (actually these two aren't that close, but off in an otherwise remote part) - HOLY CROSS, KEY, DIAMOND, JADE FIGURINE possibly connected to - Top DEMON, CROWN - BAT, SMALL SPIDER, GOLDBAR, BIG SPIDER, SCEPTER Calculating comparable distance of a route Since the castle is a grid, more or less, the shortest path between two objects can be calculated in steps. Room transitions take about the same time as 30 steps. If we give all objects a symbol, it is possible to describe a route as a string, and for a script to calculate the number of steps for this route. Big letters for treasures: F ancy goblet C rown G em O hOurglass R ubys T Holy cross (has t as its symbol) N ecklace S ilver bars H arp J ade figurine D iamond B goldBar E scEpter Small letters for other essential items: s Sword k Key l Lamp w Wand d Dropoff in first room Numbers for monsters: 1 snake 2 right ogre 3 left ogre 4 left demon 5 top demon 6 bat 7 small spider 8 big spider Example (bad route): "sklw12345678FCdGOdRdTJdNSdHDdNEd" It would also be possible to add some error checking, for example that H is before D, and that the route always ends with d. Other checks would have to be done manually. Not going over max inventory size, primarily, and the possibility of dropping stuff in rooms other than the first.
Post subject: Thoughts/bugs after trying JPC-rr
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Some experiences from trying to use JPC-rr: Savestate 10 does not work, it doesn't seem to be created on disk. Loading (shift F10) gives this error: Load savestate failed Can not open JRSR archive "D:\Spel\JPC-RR\saveslot-10.jrsr" [java.io.IOException] [Dismiss] [Save stack trace] I like the fact that you are always recording a movie, as soon as you start a game, and can save to different filenames. However, it would be nice if there was always some backup-movie being saved to disk at regular intervals, so you don't lose work in case of a crash. When saving a movie, there is no default file ending. At first I didn't manage to submit my movie because of this. The info page here on TASvideos states it should be JRSR. This is incorrect, it should be jrsr to be able to submit (case sensitive). Either JPC-rr or the submission code should be changed to fix this. There is no easy way, as far as I've understood, to switch between read/write when recording movies. Maybe I'll have more to add later
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"Rygar and Blaster Master"は英語での二つの例なんだから、「アルゴスの戦士」と「超惑星戦記メタファイト」を書いた方が良いと思う。 http://tasvideos.org/1090M.html http://tasvideos.org/1410M.html
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It appears I was wrong about the ratio of route planning to execution in this game. Ilari knew how to input commands between frames. To me (and I'm guessing to a lot of other TASers) the concept of subframe input is a bit alien. He also told me that pressing Keypad2 instead of ArrowDown is faster, since ArrowDown is an extended scancode. So one keypress can be slower than another keypress. Stuff like this should be on one of the JPC-rr pages I think, since it is so different from other systems which TASers here are used to.
moozooh wrote:
This and all other such games should only be judged on the ground of meaningful actions, i.e. turns. Wall time would only matter as the unifying frame of reference that would only be valid if all actions are processed identically throughout and between all TASes done on the same game.
I agree with what you wrote, but this is not a turn-based game. The monsters move in real time and will walk up to you and kill you if you just stand still in a room. If you hammer the keys they will move in slow motion compared to you. Also this version takes more steps than the previous movie, but is still faster because it makes one less room transition, as Ilari wrote in the submission.
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Paused wrote:
A .jpg is the best file type to save that little piece of internet posting history right?
No, JPG is good for photos. PNG is much better for screenshots. ...I posted in the OoT topic. I never thought it would happen.
Post subject: Castle Adventure full run planning
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As you might have seen i submitted a short run of Castle Adventure which is on the workbench at the time of writing this. http://tasvideos.org/forum/viewtopic.php?p=323664 In this topic, we will plan for a Castle Adventure full run. Feel free to help! What route to take, which order to get items, and when and where to drop items. Max number of items you can carry at any time is six. When the game ends, we need to have killed these eight monsters: δ SNAKE ☺ ANGRY DEMON x2 ☻ UGLY OGRE x2 ( BAT (need LAMP) * SMALL SPIDER (need KEY, and LAMP or NECKLACE depending on which way you enter the cellar) ☼ BIG SPIDER (need KEY, and LAMP or NECKLACE depending on which way you enter the cellar) Prerequisite for all: SWORD, duh. There is also a HELMET which helps in combat and a FLASK which acts as a health potion, but with tools I don't think either will be necessary. We also need to find these 13 treasures, and be carrying them or have dropped them in the first room when the game ends: µ FANCY GOBLET ⌂ CROWN Θ GEM Φ HOURGLASS : RUBYS (sic) t HOLY CROSS § NECKLACE ≡ SILVER BARS ♫ HARP ¥ JADE FIGURINE (need CROSS) ♦ DIAMOND (need HARP) ■ GOLDBAR (need KEY, and LAMP or NECKLACE depending on which way you enter the cellar) ß SCEPTER (need KEY, LAMP, WAND and NECKLACE) This means that except the treasures, we need to get these at some point in the run: ┼ SWORD τ KEY ♠ LAMP - WAND All other items can be safely ignored. Maps! Note that the monsters are not in the starting position in these maps, but a few steps here and there shouldn't matter for a route plan. The maps do not show the location of items you need to LOOK for such as KEY (on table on fourth floor), NECKLACE (on statue on second floor) and GEM (in fountain on starting floor). Cellar http://www.welovedosgames.net/article/Castle%20Adventure%20maps:%20Cellar/ Starting floor http://www.welovedosgames.net/article/Castle%20Adventure%20by%20Kevin%20Bales%20-%20Maps%20and%20Walkthrough/ Second floor http://www.welovedosgames.net/article/Castle%20Adventure%20maps:%20Second%20floor/ Third floor (page missing, but image works) http://www.welovedosgames.net/images/images/castle_thirdfloor.png Fourth floor http://www.welovedosgames.net/article/Castle%20Adventure%20maps:%20Upper%20Battlement/ Fifth floor http://www.welovedosgames.net/article/Castle%20Adventure%20maps:%20The%20east%20and%20west%20towers/ Sixth floor http://www.welovedosgames.net/article/Castle%20Adventure%20maps:%20Sixth%20floor%20and%20walkthrough/
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Warp wrote:
I didn't quite understand how this scam works. From the linked article it sounds like they make you buy an anti-virus software... Is the idea that you are buying it from their website rather than from the software's official one, and hence you are paying them?
As I've understood it there are several variants. One is that they charge you for help with removing errors and installing software. Another is that they install a back door on your computer (if you let them remote control it) and use for the usual things - stealing passwords and bank info, bot netting, etc.
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Warp wrote:
Is this game trying to emulate the Atari 2600?
I'm not sure what you mean, but I don't think it's trying to emulate anything. If you mean the font and resolution, the game uses Code page 437 to get access to special characters for drawing walls, enemies and objects. Is it similar to Atari 2600's standard font?
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Thanks for all the feedback so far! Nice to see that people are enjoying this.
SmashManiac wrote:
"You are in a Cooridor"? :/
Well, I didn't say I necessarily learned proper English. :) There is a treasure named RUBYS as well, otherwise it doesn't interfere that much with your gaming experience.
SmashManiac wrote:
So the only difference between this run and a normal walkthrough is that you can press arrow keys so quickly that you can dodge monsters? That makes the entire game a travelling salesman problem.
A normal walkthrough doesn't necessarily take the shortest path, but yes, you are correct. TASing this game is is 95% route planning and 5% execution.
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Cooljay wrote:
Tell them you use Linux or Apple. If they claim they are Microsoft Support, then they wouldn't be of much help with a different OS :P
That would be a good way to get rid of them, but if you want to do that it's easier to just hang up. I don't want to get rid of them, I want to hurt them. :)
Post subject: "Microsoft support center" scam call
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Got a scam call from "Microsoft Support Center" for the second time. This time I played along for a while, pretending to follow the steps he gave, until I said that the command he gave me didn't work, and he asked me to spell out the command I had typed in. I said "R, U, kidding, me". He hung up. :( So I spent some of his time, but I didn't really achieve anything. Any suggestions for what to say if they call a third time? Perhaps there is some way to counter-infect them?
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Nicos wrote:
a 100% / max goo collection would slow the gameplay thus equilibring the gameplay / cutscenes ratio but this run definitly have a place on this site.
A max goo collection run would be INCREDIBLY long. Check some of the videos on wogfan's channel (http://www.youtube.com/user/wogfan), some levels take hours to complete under non-tas conditions. In other news, I vote yes. Brilliantly done in my opinion. The cutscenes don't really bother me.
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feos: I tested it now and whether you lose your speed when landing depends on the floor type only. On regular floors you always lose speed and on special floors such as slopes, moving platforms and some others, you always keep it. You can test it on the level selection stage already, on the bottom floor you lose your speed, but on the upper floor you keep it. It also seems you can easily fire your gun quickly enough to take out enemies you are approaching, even if they take two hits to kill.
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Some questions/observations for you Cooljay: When you end the game, you have 13x6 rounds of ammo left. Without knowing too much about the game, it seems that you could have used this to gain time. Quite a few times, you jump over enemies you could have killed instead, which loses time due to the stop after a jump. Additionally, you often jump when you shoot to double-shoot, seemingly to conserve ammo, which again loses time on the landing. And finally, you take a lot of damage from enemies it looked like you could have killed instead, and you are forced to take detours to pick up extra health.
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So, is this on hold because Turska said he would reject it for being keyboard-only? What if I promised that I would accept any keyboard-only run? ;) Seriously though, how's progress?
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Taking forever as usual! I am up to the lava tree, and two thirds of the movie is done. It was on hold due to lack of interest at first, and after that because I was working on X-Men 2. But now it is mostly back on track. I am exactly 1600 frames ahead at the start of the Lava tree. I won't make any promises about when it's done, because I'll just end up breaking them...
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Looking good as always. Any progress on the next level?
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So, if you get this to a workable state... which character will you use? There is support for three simultaneous characters, but maybe that's a bit much for a first run. Usually it's near impossible to just play each stage once, because your level will be too low. You need to replay stages to level up. Even though it should be possible to avoid all damage with TAS skills, enemies and bosses will take a very long time to beat if you have too low level. Any plan for how to handle this?
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I like it. :) I always thought the Mega Pulse was a poor weapon because when it splits never hit anything meaningful, except possibly buildings which you can be "inside"... but now I see that you can just as well be inside the enemies.
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I can get 9 out of 10 in place, different ones if needed, but not all 10. Need some way to get blocks back on the conveyor after they have been used to place the other blocks...
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I would find switching weapons often more entertaining, yes. That is, assuming it doesn't make the levels significantly longer.
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Hmm, your post says 6 levels finished, but when I download the movie I only get 4 levels finished (3557 frames). Did you upload the wrong movie? Or am I missing something? In any case, please continue.
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I am really enjoying these movies. A keyboard run is fine to me. A lot of people played this with keyboard, especially if they ran 2 player mode. Mouse would be nice of course, but it shouldn't stop you from doing this. As for the publication of this, what I'm sort of ambivalent about is the choice of goal. It was brought up earlier already. - The primary goal is speed. I'm not sure how much the ship and equipment keeps improving in the later levels. Perhaps it would be boring to see the same ship config for the next 40 minutes? Switching weapons now and then would improve entertainment. But perhaps it would conflict with finishing each level as quickly as possible? - Is the secondary goal destruction % or score? This is important if someone else tries to beat your movie.
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Hey Tseralith, just posting to let you know I watched all the movies you posted and loved it. Looking great!
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ALAKTORN wrote:
…I don’t see the point the line break just makes the page unnecessarily long, and it can only get worse as more games are added
The point is readability, as I wrote. I'd rather have a long easily read page than a short cramped page. I can understand that other people have different opinions on this, which is why I posted the topic.