Posts for feos


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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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mklip2001 wrote:
feos: If my wording came off as demanding, that wasn't the intention. I was trying to say that the little box doesn't have to be reserved for Star runs... I think we have a couple of those box runs that are currently in the Moons tier. Unless there was something else you were implying here? I'm sort of confused by your reaction.
Newcomer flag is the highest flag possible at tasvideos, only a handful of runs could earn it, because they were selected from basically all the runs that people have seen, with a simple criterion of being mind-blowing. So we use ~10 runs with a hope that they will probably introduce the newcomers to TASing by blowing their minds. And yes, they are all stars. So, not even every 5th star run can have that flag, and you say "at least". Not much of a problem though, just funny.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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1. The lines in that subtitle file are in reverse order. 2. They aren't formatted in compatibility with, say, srt.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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So is there a way to convert lsnes subs into something sane?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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222999
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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mklip2001 wrote:
I'd be in favor of Stars, or at least getting this a little question box for first-time visitors.
mklip2001 wrote:
at least
LOL
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: Is possible to have a Nes Clone Sound Chip support?
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thiago wrote:
Hello, I'm new in this forum, but I have followed the evolution of emulators for many years. Nes always had my favorite games, though as a child I played in a clone. These clones have a different sound chip in comparison with the original Nes. I wonder if there is any possibility of the clones sound chip to be emulated. I had contact with three different nes clones, and all sounded the same way. Here I have a low quality video, but it is possible to notice the difference in the sound of the original Nes from a clone. http://www.youtube.com/watch?v=pDdWE4i-tiM
If I understand what you mean correctly, FCEUX now has it. http://forums.nesdev.com/viewtopic.php?p=146275#p146275 See the attachment.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Is it known what is the real reason for depression? Maybe it's not something concrete, but all the factors together? Events of the past? I think environment one is in can not be independent from how he takes things. Yes, the main problem is that things keep happening the way you just get new and new sores from where you have and haven't expected. But isn't it a challenge of survival? We can look at wild animals that struggle for living, if an animal does not hunt, it dies, if an animal does not run fast enough from a predator, it dies, if it doesn't care for posterity, spending huge efforts on them, they die. And it's important to understand, that it's not "that cruel nature" that breaks the hearts, it's hearts that either get broken and still survive, or perish. Nature leaves free space to overcome what destroys you, but it's so dead hard that you are constantly balancing between having no will or strength to keep going and having no way to drop it all that wouldn't destroy everything that's still left in your heart. What's the reason then? Whoever succeeded to overcome knows. But it does matter to not just make it to these times, but also to not lose your personality. In fact, this is what makes a person perish, even if some actions still make an impression that he's alive. What else do I have besides my personality? Nothing. If I lose it, there's no "me" anymore. Yes, the one in terrible situations may think that losing yourself is worth it, only to make it stop, but seriously, there'd be no one to feel the relief if the personality dies. Crisis is the only thing that allows us to reach new levels that we weren't supposed to reach. Humans are born limited. But it is possible (and silently encouraged by nature) to shift the limits so many times that they finally vanish. Does anyone have enough imagination to visualize the environment that has no limits? Whenever I try, I feel so incomplete! I instantly start seeing all the qualities that I lack so hard, and the negative traits I haven't noticed in myself that actually were mine for all that time. I start filling... so shitty! Yet I want to be there! Its not an imaginary place, it's something one gets a taste of each time a crisis ends. And each time after telling to myself it's not possible to keep going, I instead tell to myself that there's an infinite amount of qualities to work so hard on, that I imperceptibly find more and more energy in myself for that. My mind becomes more clear, and events that were killing my soul start looking just stupid! PS: I also disagree with the advice that was quoted here that is directed to suicidal people. My advice is this instead: "Look at wild nature carefully and FUCKING SURVIVE!" PPS: This is why surviving matters, and crisis and hard conditions are required to be healthy: Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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alec kermit wrote:
I did a quick search and came up with this article, may or may not be our Rachel Bryk (but looks like her). If it is her it sounds like she's had a traumatic past and make have slid back into depression: http://blog.timesunion.com/payitforward/rachel-bryk-speaks-out/2413/ EDIT: Well the ages don't add up, unless the article was posted 2 years after the interview.
2011, while RachelB was still rog (so you should google Roger Bryk in fact). Also, I see no similiarity. The latter one reminds me of Sandra Nasić in good old times btw :)
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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derula wrote:
Stars.
Now knowing the game at, I could hardly see a Star content here, but its technical level, all the tiny tricks, 3-player juggling and all are definitely worth a Star if people insist.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Does anyone know how?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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You can record 2 simple wips, one with killing enemies asap, another with ignoring them. Last time I played through that level, bosses were appearing without even killing any enemies. With this game (as r57shell wrote) it's really easier to test right away than predict such things.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Well, it becomes "kill a boss without dropping off the hook" instead of "not die", but still, this is more stupid to constantly make the drones follow you to the left, then go right and make a few wall shots, then lead the drones left again. Similarly for Moliarti: shoot, jump up, shoot again, jump down, loop 15 times. Who's on Earth is gonna enjoy that? Also, for what sake? To me, shooting those definitely adds action to boss fights, already the only places with some action.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Damn, forgot that freaking checkbox. Download TAoBaR.lua
Language: lua

-- The Adventures of Batman and Robin -- 2013, feos and r57shell MsgTable = {} MsgTime = 30 MsgOffs = 16 MsgCutoff = 60 RNGcount = 0 function GetCam() xcam = memory.readwordsigned(0xFFDFC4) if memory.readbyte(0xFFFFF6) == 50 then ycam2= memory.readwordsigned(0xFFDFE0)-20 else ycam2 = 0 end -- ycam = memory.readwordsigned(0xFFCD70) end function EnemyPos(Base) GetCam() x1 = memory.readwordsigned(Base + 0x12) - xcam y1 = memory.readwordsigned(Base + 0x14) - ycam2 x2 = memory.readwordsigned(Base + 0x16) - xcam y2 = memory.readwordsigned(Base + 0x18) - ycam2 hp = memory.readwordsigned(Base + 0x1E) end function PlayerPos() local sbase1 = memory.readword(0xFFAD5C) + 0xFF0000 local sbase2 = memory.readword(0xFFADB6) + 0xFF0000 p1speedx = memory.readlongsigned(sbase1 + 0x18) / 0x10000 p1speedy = memory.readlongsigned(sbase1 + 0x1C) / 0x10000 p2speedx = memory.readlongsigned(sbase2 + 0x18) / 0x10000 p2speedy = memory.readlongsigned(sbase2 + 0x1C) / 0x10000 end function HandleMsgTable(clear) for i = 1, #MsgTable do if (clear) then MsgTable[i] = nil end if (MsgTable[i]) then GetCam() if (MsgTable[i].y_ > MsgCutoff) then MsgY1 = 0 MsgY2 = 6 else MsgY1 = 203 MsgY2 = 203 end gui.line(i * MsgOffs + 3, MsgY2, MsgTable[i].x_ - xcam, MsgTable[i].y_, "#ff0000c0") gui.text(i * MsgOffs , MsgY1, MsgTable[i].damage_, "red") if (MsgTable[i].timer_ < gens.framecount()) then MsgTable[i] = nil end end end end function HandleDamage() local damage = AND(memory.getregister("d0"), 0xFFFF) local base = AND(memory.getregister("a2"), 0xFFFFFF) EnemyPos(base) unit = { timer_ = gens.framecount() + MsgTime, damage_ = damage, x_ = x1 + xcam, y_ = y1 } for i = 1, 200 do if MsgTable[i] == nil then MsgTable[i] = unit break end end end function Collision() GetCam() local a0 = AND(memory.getregister("a0"), 0xFFFF) local a6 = AND(memory.getregister("a6"), 0xFFFF) local damage = memory.readword(a6 + 0xFF0012) local wx2 = memory.getregister("d6") - xcam local wy2 = memory.getregister("d7") - ycam2 local wx1 = memory.getregister("d4") - xcam local wy1 = memory.getregister("d5") - ycam2 --gui.text(wx2 + 2, wy1 + 1, string.format("%X",a6)) if (damage == 0) then damage = memory.readword(a0 + 0xFF0034) end if (DamageHitbox) then gui.box(wx1, wy1, wx2, wy2, "#ff000000") gui.text(wx1 + 2, wy1 + 1, damage) else gui.box(wx1, wy1, wx2, wy2, "#ffff0000") end end function InRange(var, num1, num2) if (var >= num1) and (var <= num2) then return true end end function Item() GetCam() local a6 = AND(memory.getregister("a6"), 0xFFFF) local x = memory.readword(a6 + 0xFF003E) - xcam local y = memory.readword(a6 + 0xFF0042) local code = memory.readbyte(a6 + 0xFF0019) if InRange(code, 0, 1) then return elseif InRange(code, 7, 19) then item = "Amo" -- ammo elseif InRange(code, 21, 23) then item = "Cha" -- fast charge elseif InRange(code, 24, 26) then item = "Bom" -- bomb elseif InRange(code, 27, 29) then item = "Lif" -- life elseif InRange(code, 30, 47) then item = "HiP" -- hearts else item = tostring(code) end gui.text(x-7, y, string.format("%s" , item ), "yellow") -- gui.text(x-7, y, string.format("\n%X", a6+0x19), "yellow") end function Hitbox(address) local i = 0 local base = memory.readword(address) while (base ~= 0) do base = base + 0xFF0000 if (memory.readword(base + 2) == 0) then break end EnemyPos(base) if (address == 0xFFDEB2) then gui.box(x1, y1, x2, y2, "#00ff0000") elseif (address == 0xFFDEBA) then gui.box(x1, y1, x2, y2, "#00ffff00") gui.text(x1 + 2, y1 + 1, hp, "#ff00ff") --if (x2 < 0) then gui.text(x1 + 2, y2 - 7, "x:" .. x1 ) end --if (x1 >= 320) then gui.text(x1 + 2, y2 - 7, "x:" .. x1 - 320) end --if (y2 < 0) then gui.text(x2 + 2, y2 - 7, "y:" .. y2 ) end local offtext = "" if (x2 < 0) then offtext = offtext .. "x:" .. x1 end if (x1 >= 320) then offtext = offtext .. "x:" .. x1 - 320 end if (y2 < 0) then offtext = offtext .. "y:" .. y2 end if offtext ~= "" then gui.text(x1 + 2, y2 - 7, offtext) end end -- gui.text(x1 + 2, y1 + 1, string.format("\n%X", base - 0xFF0000), "#ff00ff") base = memory.readword(base + 2) i = i + 1 if (i > 400) then break end end end function Main() local color1 = "yellow" local color2 = "yellow" local color0 = "yellow" -- local hp1 = memory.readword(0xFFF650) / 0x10 -- local life1 = memory.readword(0xFFF644) local base1 = 0xFFAD54 local base2 = 0xFFADAE local X1 = memory.readword(base1 + 0x3E) local X1sub = memory.readbyte(base1 + 0x40) local Y1 = memory.readwordsigned(base1 + 0x42) local Y1sub = memory.readbyte(base1 + 0x44) local X2 = memory.readword(base2 + 0x3E) local X2sub = memory.readbyte(base2 + 0x40) local Y2 = memory.readwordsigned(base2 + 0x42) local Y2sub = memory.readbyte(base2 + 0x44) local RNG1 = memory.readword(0xFFF5FC) -- local RNG2 = memory.readlong(0xFFF5FE) local Weapon1 = memory.readbyte(0xFFF67B) local Weapon2 = memory.readbyte(0xFFF6BB) local Charge1 = (memory.readword(0xFFF658) - 0x2800) / -0x80 local Charge2 = (memory.readword(0xFFF698) - 0x2800) / -0x80 local ScreenLock = memory.readword(0xFFDFC0) if Charge1 <= 0 then Charge1 = 0; color1 = "red" end if Charge2 <= 0 then Charge2 = 0; color2 = "red" end if RNGcount > 1 then color0 = "red" end HandleMsgTable() PlayerPos() Hitbox(0xFFDEB2) Hitbox(0xFFDEBA) gui.text( 0, 210, string.format("\nRNG:%X" , RNG1)) gui.text( 40, 210, string.format("\nLock:%d", ScreenLock)) gui.text( 34, 210, string.format("\n%d" , RNGcount), color0) gui.text(80, 20, string.format("%2d" , Charge1), color1) gui.text(235, 20, string.format("%2d" , Charge2), color2) --gui.text(180, 210, string.format("%2d" , Charge1), color1) --gui.text(300, 210, string.format("%2d" , Charge2), color2) gui.text(180, 210, string.format("\n%2d" , Weapon1+1), "yellow") gui.text(300, 210, string.format("\n%2d" , Weapon2+1), "yellow") gui.text( 81, 210, string.format("Pos: %d.%d\nSpd: %.5f", X1, X1sub, p1speedx), "#AAAAAA") gui.text(137, 210, string.format("/ %d.%d\n/ %.5f" , Y1, Y1sub, p1speedy), "#AAAAAA") gui.text(203, 210, string.format("Pos: %d.%d\nSpd: %.5f", X2, X2sub, p2speedx), "#00BB00") gui.text(260, 210, string.format("/ %d.%d\n/ %.5f" , Y2, Y2sub, p2speedy), "#00BB00") RNGcount = 0 end gui.register(Main) savestate.registerload(function() return HandleMsgTable(1) end) memory.registerexec(0x375A, function() DamageHitbox = false end) memory.registerexec(0x375E, function() DamageHitbox = true end) memory.registerexec(0x3768, function() DamageHitbox = false end) memory.registerexec(0x376C, function() DamageHitbox = true end) memory.registerexec(0x65C4, function() DamageHitbox = false end) memory.registerexec(0x65C8, function() DamageHitbox = true end) memory.registerexec(0x995C, function() RNGcount = RNGcount + 1 end) memory.registerexec(0x4738, Item) memory.registerexec(0x4534, Item) memory.registerexec(0x8C9A, Collision) memory.registerexec(0x1085A, HandleDamage) -- meelee memory.registerexec(0x10CBA, HandleDamage) -- weapon memory.registerexec(0x10CC4, HandleDamage) -- weapon
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ALAKTORN wrote:
There’s still the issue of whether it considers the 2 pause buttons as 2 separate inputs or not.
Do you seriously doubt it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ALAKTORN wrote:
Physical limitation of what, having to dismantle the Famicom and use some kind of eletrical current to give it the pause signal as opposed to pressing 2 buttons on a controller? Yeah sounds about the same to me.
Legit (official) Famicom (I have one): The Pause button is there. Yes, I'm late to the party. But it's a photo!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Scroller fix. EDIT: see below.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The solution is simple. In a frame war, when a bunch of people improve over each other in short time periods, the work can be considered collaborative, since every next movie won't be pushed to its limits without all the previous ones, it becomes more similar to people posting WIPs in a game thread, and once all the tricks are incorporated, there's a final submission, listing all the authors. All are happy. [2406] NES Kirby's Adventure "game end glitch" by MESHUGGAH, CoolKirby, Masterjun, MUGG, TASeditor & illayaya in 00:35.91
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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EgxHB: what can you say about technical side?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Fredrik wrote:
From about a minute in, audio and video in the published video on YouTube don't seem to be in sync.
What about these 2 vids? Link to video Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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KwyjiboPrime wrote:
At 8:27, you shot a bullet. While that's not killing a normal enemy, I'm not sure if it breaks the rules of pacifism. This could be avoided by picking up the health right before and taking damage through that narrow corridor.
Nice job confusing the enemy's bullet for mine XD Steelbeak's drones won't let me survive even with full health, as they're shooting and trying to hang inside my sprite. Moliarty's machines weren't even thought about actually, at all. Liquidator's drops don't die. And yes, shooting after you release the jump button allows to make the game let me continue jumping, and then push A another time sooner to jump off the platform. It was done in the any% run too, found by Randil. Death animation after boss fight costs a lot of time. Even taking damage does.
XYZ wrote:
Feos, what are you think about usage another arrow to move further on the roof like in my WIP?
Let me check... It's not necessary. The first arrow is simply the only way to save some HP, otherwise you just die, but saving HP that's not that critical isn't justified.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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EgxHB wrote:
Unless you're planning to get this submitted ASAP, in which case, never mind.
I am, but whatever: https://sourceforge.net/p/feos-tas/code/874/tree//trunk/TAS%20WIPs/DarkwingDuckPacifist-compact.fm3?format=raw
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warepire wrote:
Sorry to say but this looks too much "mobile device". I don't find this to be an improvement when browsed on a computer. I do agree with CoolKirby and Kurabupengin: Excellent for a mobile site variant.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Last teaser. 00:12.98 seconds ahead. Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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jlun2 wrote:
Is it better to accept them all, or have them obsolete each other due to similar content?
I'd go with 1 game per platform for each category. That way, any% might beat one version, and hardest difficulty would beat another version of the game due to the result looking more interesting or spending less time on an equally interesting/challenging run. Somewhat like polity for hacks.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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