Post subject: Dementium - The Ward
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Ok, Here's the first 3 Chapters of the game. Sadly, most of the gameplay consist of me in the dark with a lot of growling and screaming from the enemies. Youtube Is this a decent game to TAS?
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Every game is a good game to TAS. If you like it, someone else is bound to like it. It doesn't matter if this site decides to not publish it because some really stuck-up people think a game they've never played is a "bad game choice". People looking for a TAS of this game on YouTube, for example, will enjoy your run. Anyway, about the run, I have a question. Is there a reason you're turning at rigid 45 degree angles instead of the angles which would cause your character to go in a straight line to the next turning point?
Former player
Joined: 9/1/2005
Posts: 803
Lex wrote:
Anyway, about the run, I have a question. Is there a reason you're turning at rigid 45 degree angles instead of the angles which would cause your character to go in a straight line to the next turning point?
I also wondered this. The game itself seems like it could be reasonable for a tas... if you could see what what going on. Looking at the floors or ceilings, rather than the direction you're going seems somewhat unentertaining, and the fact that everything is turbodark doesn't assist either. Any chance of grabbing the flashlight (what would be the timecost?) for some kind of visual stimulation, so people can see where you're going and what you're doing rather than a wall of black everywhere?
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Well, I can't get the flashlight, as turning it on attracts the attention of enemies. I think the way to solvethis is to turn off Fog on the emulator before playing back the movie. Also, I tried to make it more entertaining by shifting the camera to another direction when I turn. Any suggestions on where entertainment could be increased?
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
That still didn't answer the question about the actual 45-degree turns instead of using better angles to walk in straight lines (shortest routes). Does the game only let you turn at 45-degree angles oslt?
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Oh, the game allow 360 degrees turning, but I think I tested before that turning around 45 degrees is faster than moving in straight lines. I'll test it again just in case.
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Oh, weird! That would mean the movement code doesn't use trigonometry. That would be insane! So you think it could be like most 2D top-down-view games (Chrono Trigger, EarthBound, etc.) that let you go diagonally at double the speed? Actually, I don't understand how that could make sense in a 3D game. You'd be changing speeds seemingly randomly while turning.
Skilled player (1737)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I've been looking at the WIPs again, and I agree, it is indeed too dark to be entertaining for people who've never played the game before. Since I can't just grab the Flashlite for no reason, maybe the run should be a 100% run? If so, since the game doesn't define what 100% is, maybe I should just collect: *All Equipment/Weapons *All Maps What do you people think?
Editor, Expert player (2477)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
jlun2 wrote:
I've been looking at the WIPs again, and I agree, it is indeed too dark to be entertaining for people who've never played the game before.
I had never seen the game before, but it did not feel too dark to me. Not seeing far kept me guessing the whole time. Obviously, the game was meant to be scary, and your WIP must be the scariest TAS I have ever seen. Consider the possibility that getting the flashlight might make it less scary and more boring.
jlun2 wrote:
All Equipment/Weapons
If you need to collect equipment/weapons that are never used during the run, then this goal might be bad. How about 100% kills? Would it make any sense in this game?
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Aqfaq wrote:
Consider the possibility that getting the flashlight might make it less scary and more boring.
I will skip the Flashlight for the any% run (if the majority agrees on it).
Aqfaq wrote:
If you need to collect equipment/weapons that are never used during the run, then this goal might be bad.
You're right. I'll think about how to use all the weapons/equipment if possible.
Aqfaq wrote:
How about 100% kills? Would it make any sense in this game?
Nope, as enemies respawn the moment you leave the room/area.
Active player (461)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
I don't think that you should grab the flashlight. It's not impossible to tell what is going on, and I've never played (or heard) of this game.
Skilled player (1737)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
VanillaCoke wrote:
I don't think that you should grab the flashlight. It's not impossible to tell what is going on, and I've never played (or heard) of this game.
That's why I'm making 2 versions of the runs. One that collects only the things that are useful while the second collects everything. Anyway, one thing I've found interesting, is that while both the runs take a similair path, the "Completionist" WIP encounters more lag. Also, so far, every item has been used at least once in a meaningful way in the WIP. You can find it here. Unlisted Youtube Link
Skilled player (1737)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I've just found a glitch! By rapidly pressing the left and right shoulder pads, I can rapidly fire any gun I want! Also, I've improved the earlier parts of the run due to solving the first puzzle faster. It affected my luck however, so it saved only ~1 frame. I also defeated the first boss, the Cleaver. WIP
Post subject: Dementium: youtube + encode
Joined: 3/18/2006
Posts: 971
Location: Great Britain
youtube http://www.youtube.com/watch?v=kR1kiYRCEFc encode (70mb) http://hotfile.com/dl/122168942/023bbe8/dementium_k.avi.html http://www.fileserve.com/file/zVqwmkf
jlun2 wrote:
I've just found a glitch! By rapidly pressing the left and right shoulder pads, I can rapidly fire any gun I want! Also, I've improved the earlier parts of the run due to solving the first puzzle faster. It affected my luck however, so it saved only ~1 frame. I also defeated the first boss, the Cleaver. WIP
Post subject: Re: Dementium: youtube + encode
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
antd wrote:
youtube http://www.youtube.com/watch?v=kR1kiYRCEFc encode (70mb) http://hotfile.com/dl/122168942/023bbe8/dementium_k.avi.html http://www.fileserve.com/file/zVqwmkf
Uh...Thanks for the encode! ^^ BTW, I'm on Chapter 6 now. I had obtained the sniper rifle in Chapter 5 to avoid backtracking in chapter 11. Edit: Oh, and I also had a small discussion with BOB74j, the youtuber who did a "Minimalist" run on Dementium. We had agreed that picking up non-respawning ammo/health would not be considered part of the "Completionist" run, but instead, collecting every key item, weapon, and map pieces, along with solving the side quests (such as the photo in chapter 11). Quote:
BOB74j wrote:
Yeah, completing the photo and getting all the other story items would probably classify as a 100%. Just getting all the weapons is too easy.
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
In a Any% run, chapter 6 could be beaten in less than a minute... :P Discovered by ShieldLessLink Edit: In the case of a "Completionist" run, even with this glitch, Chapter 6 is ~4 minutes slower due to a boss fight, and the search for the keys to the breifcase. WIP
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I just discovered that most of the turns in the stairwells are ~15 frames slower due to turning in right angles instead of 45o ones. Oh well, back to chapter 1. :P
Joined: 2/15/2009
Posts: 329
Holy draw distance! Also, the alarm is from Goldeneye.
Working on: Legend of Legaia, Vagrant Story
Skilled player (1737)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
jlun2 wrote:
I just discovered that most of the turns in the stairwells are ~15 frames slower due to turning in right angles instead of 45o ones. Oh well, back to chapter 1. :P
Well, I'm on chapter 5 now. I've noticed something. For the spliced in rooms, most of them seem to either lag ~14 frames more, or less. Also, it seems that adding delay does little to nothing to the next room, but could potentially change the enemy position several rooms away. Oh, and the first boss fight synced till the last hit. =P
Skilled player (1737)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I suddenly got a strange feeling that camera angles affect speed. I might have to restart the run again if it's true. >.>
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I found a faster way to accelerate! But... Strangely enough, not only did this resulted in horrible luck involving enemy placement, it also caused unexplained lag of ~13 frames in some of the rooms in chapter 3. For the mentioned reasons, I've decided not to implement that trick, which saved around 11 frames, into the run so far.
Active player (461)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
Been awhile since your last update. How has this been going sir?
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
VanillaCoke wrote:
Been awhile since your last update. How has this been going sir?
It's very annoying TASing this game. Sometimes, an "improvement" somehow causes a room several minutes later to lag ~13 more frames more/less. This sometimes affects the position of enemies. While most enemies don't bother me much, certain enemies like the clowns have to be very precise, or it'll desync. Edit: I'll make a list of places that require luck.