Posts for zdk1

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Joined: 12/17/2006
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Location: New, Jersey
Titus Kwok wrote:
Huffers wrote:
hehe, bot vs bot in a fighting game could be pretty funny to watch.
There was a game, one of the Virtua Fighters, I think, where you could do that... you would train an AI by fighting against it, so it could learn your techniques, style, etc., then these AIs could be made to fight against other people, or other people's AIs.
IAMP (Immaterial and Missing Power) has something like this. PC only 2d fighting game Some group wrote a program that allowed netplay (caster) and later added a separate program (booster) that watched any matches and replays that were played while it ran in the background. You could challenge this AI as well. Someone made it watch a couple of Japanese tournaments in their entirety and released the data. Still nothing like fighting a human but orders of magnitude above the default AI and it manages to do some pretty impressive combos. actually, the source (C code) is publicly available here http://njm4558.run.buttobi.net/ its in japanese, but the link is under the header th075Booster th075Booster061205_src.zip haven't looked at it myself but someone may find that interesting. youtube has a few videos of it if you search for "IAMP booster". Being a spinoff game of a Japanese bullet hell shmup, its not that well known but quite an impressing 2d fighting game.
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apologize for double post but I wasn't sure if you saw the edit. spawnship, rith essa, and eschebone are up now. The small worlds, and the parts I skipped will be up shortly.
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yeah, I'll get the parts of maps I skipped before. Next update should have most of everything. The other's were piecemeal since I was doing them between final assignments and traveling. It's no problem, especially since I have no classes at all this week. EDIT: Eschebone is up. everything else should be up in an hour or two.
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whee, finals week was fun times. Its intercession now so I'll get the rest of the maps up soon.
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ichor base is up (not perimeter yet) omitted base N since you'll never go there (just a secret bonus totem)
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the next couple of maps should be up later today. just got the watch sekhmet. I thought vela's machine gun was going to be skipped? It's just about 1 minute out of the way. Then again, over the course of the rest of the game it could make up that time. Its harder to say than with Juno or Lupus. for the machine gun door, is there any reason you stopped while shooting it? seems like you could have continued running towards the door while floyd was shooting. The room right before the green key with the swarm of fliers was nice. a quick burst of fire and all of them go down. The floyd missions were concentrated evil, especially the one where you had to collect gas canisters that where grouped 4 apiece, and if you didn't hit the center, you had to turn around and go back for the ones you missed.
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comicalflop wrote:
zdk1: excellent thoughts/testing. are you sure one homing missile will do the trick? it seems that Marsmallow needed like 5 grenades...
1 homing missile will certainly do it. I just tested it myself. just aim for the fleshy area behind the tongue (hitting the tongue does nothing)
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greetings, castle was fun to watch. tri-rockets definitely open the slugs mouth. In fact, a single homing missile does so as well. for vela's plasma shotgun, I hardly ever use it. Its fires every time I press the Z button, and pretty fast too so it may be that it can fire every other frame like floyd can. Of course, thats only about 6 shots before it has to cool down. Non tool-assisted its pretty useless except against unshielded enemies (not many anymore) I think plasma shots travel more slowly than pistol shots as well. My basic intuition would be to skip it. It would not be a bad idea to test running through a room with it and without it. To be worth it it would pretty much have to make up the 10 or so seconds it takes to walk over and get it on sekhmet itself. You do get the tri-rockets on cerulean (have to get them, the gate won't open if you don't have them) and I don't see the shotgun being so useful after that. EDIT: actually, I forgot that the pistol needs to cool down as well. in a room with lots of enemies it might be faster to unload with one, switch when it needs to cool down, and use the other and alternate them. It still might not make up enough time to warrant picking it up. You should test that. Lupus should definitely take his machine gun since its right there and you don't get his tri rockets until the middle of Rith Essa
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by later today I obviously meant half a week... palace(Juno), sekhmet, and cerulean Floyd can open machine gun doors rather easily. The one I was thinking of was Vela's in sekhmet before you get the red key. Lupus probably has one somewhere as well though I'm not sure. I haven't actually tried the tri-rockets on the slugs mouth but the guide says they should work. also, I can't get mupen to play back your WIP's. I thinks its a problem with my laptop's vidcard (or lack thereof as its onboard video) not supporting some texturing mode that glN64 uses. with Jabo's, I see you select z as your name and then nothing. once I get back to my desktop at school it should all be good though. I guess I'll have to wait to see how the WIPs are looking. cheers
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skipping grenades is probably a good idea. the only problem with skipping machine gun might be if Floyd can't activate the machine gun doors. He probably can, I'll check that out. I'm back home, Mizar's palace and Sekhemt should be up a little later today. also, I wasn't sure from you're post. do you mean you're not skipping grenades for Lupus for getting into the worms mouth in eschebone? tri-rockets can do that. not sure about homing.
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grenades go decently far. definitely far enough to reach the slug boss. Most bosses vulnerable spots are too high for grenades on the ground. If grenades detonate on contact with boss parts though It would definitely be cool, and probably faster to chuck the grenades early, switch to rockets, and have both hit at the same time. plenty of timeto set this up during the long invlunerable periods. In that case, I think all bosses are reachable this way, except for the mantises when they're on the sides or in the background and final mizar. Regarding sniper rifle. I suggest taking it. its pretty much on the way. I'm also thinking of the required battle in Ichor perimeter (come back as Juno w/ blue key). The drones are much farther away, than they were in that room in Anubis where you said pistol sniping would have been difficult. Also, Floyd zooms in with the sniper rifle so you get a sniper machine gun basically. I'm also working on making the Twisted evil's route more verbose. (I'm using the same naming conventions for rooms that the guide does, for simplicity and consistency with the maps.)
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Floyd hovers above Juno's shoulder. His movement is tied to Juno's movement. As soon as you activate him, his cursor appears on the screen (no need to press R or any other button) and you just aim it with the second controller's analog stick. z to shoot. Floyd can rotate pretty freely, and you can get him to shoot at Juno, or even behind Juno. No screen splitting, just an extra crosshair on the screen. Also, he makes an persistent whirring propellor sound when activated. Floyd mini games are the only times when you directly control him. First person mode, A is forward, B is back, and z is shoot. To exit a level, start->Map and you can choose the world you want to go to. I think you probably do get credit for items other than tribals but I'm not 100% on that. Also, start->character and switch characters.
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from now on, new images will just be listed here tawfret is up. Its much bigger so I split it into four. One for bog, two for bridge (Floyd!!!!), and one for castle. the bigger rooms have more real estate now. a couple notes. In bridge2 one of the Floyd icons got partially cut off by the scan, it should be on the ledge in the upper right hand side of the map. in castle C, your destination is the door marked J, which will take you to the Boss fight. in Bridge B the only trigger for the life force door is the group of flying enemies right at the end near the second invincibility icon. No more scans for a few days as I'll be away from my scanner. I may take a look at Twisted_evil's route and try to elaborate a bit more on it (with permission). I probably won't suggest route changes since I don't remember the route very well, but I'll see about listing door triggers and specific tribal locations.
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That sounds good, though I can't watch it at the moment, and won't be able to for a bit. How is this for a proof of concept of the map scans? They're kind of hard to follow the way they're layed out in the book, and I attempted to organize them in a somewhat logical manner. Normally, there'd be 2-3 maps per page interspersed amongst tons of text and random images. I added a few blue connecting lines when it was less than obvious where rooms connected to each other. too big, too small, weird format? complain now before I get to the rest of them. 3000x2000 pixel jpg ~850kb anubis I imagine these would be more useful for areas you haven't already gone through. Tawfret will be made soon, and its all layered so I can change it pretty easily if you don't like my current way of formatting.
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Sorry if I made it sound like I thought tool assists made gameplaying a mechanical thing. I know thats certainly not the case. back home and played around on the N64 a bit. jet pack fuel dissapears when switching rooms, as mentioned. I think the writing would be neat also. when you hold R and move with the C buttons, you can use the analog stick to aim around without changing your movement (within a certain range). It could happen there I believe. its slower moving that way than strafewalking though so it would depend on the situation. on a more useful note, how's this? I don't think I can properly describe how impossible it was to find. Anyways, it does have maps, in a simplified 3/4 view format with tribal locations, weapon, ammo etc marked. there spread out between the text and stuff so I can cut and edit them together to make it more logical (and take up less space)
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Greetings, I'll preface by saying that I'm glad to see this game getting run. JFG is one of my favorite N64 games. Especially memorable is the nearly perfect sploosh/splat sound the game had whenever an ant exploded and its guts sprayed on the ground. I don't remember routes well enough to help with that. a couple things though, regarding rocket jumping, I don't believe it is possible. I spent of lot of time playing around with this game years ago and that including firing entire inventories of ammo for every gun everywhere that I could think of. I don't think any of the explosives, or any explosions in the game, alter your velocity at all. If they do it is negligible. This is after firing every explosive directly at my feet, falling into explosions etc. I don't believe "enemy boosts" are possible either, either from direct contact or by being shot. Floyd is immensely powerful, and unlike the normal guns, are only limited to how fast you can mash the fire button (AFAIK). I can only imagine how ridiculous tool assisted Floyd usage would look like. Some bosses have multiple areas that can be attacked and destroyed separately so those will definitely be faster. If possible I think it would be neat to see some gem play-around. gems bounce around after being shot and can be shot multiple times before hitting the ground and if you can mess around with that without losing time I think that would be fun to watch. I'm fairly certain i have the guide to this game at home. I'll be going home tomorrow so I can check. at the very least, I distinctly remember reading the guide, and I can only imagine that being the case If I had owned it. If so I can definitely scan and post anything that might be useful. I might be able to say some more after going back and actually playing the game again. this is my first post here, though I've been browsing around for a bit, and have downloaded and watched a good portion of the runs on the site. The idea of tool assistance is intriguing to me because it seems to reduce game-playing to problem solving and optimization, which are both interesting to me as a student studying computer science.