Post subject: [Homebrew] Classic Kong Complete
Pokota
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Joined: 2/5/2014
Posts: 779
So with the gruefooding of the recent submission on this game and discussion in the submission thread regarding whether it has merit as a remake, I figured I'd start a thread on the game itself. The actual game is open-source, so those who are so inclined could rebuild it so that the original challenge is there. I've already grabbed the code off of SVN to play around with it and see what I can tweak. Personally, I think that even though this game won't ever have anything in the Moons tier it's worth using in order to develop TAS habits such as frame-precision and researching engine quirks (the ladders trick as well as understanding RNG and AI manipulation).
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Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
If you turn the difficulty way up, have enemies all over the screen, and require some real bashing and tricky maneuvering to complete, I could see it as a moon.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Fortranm
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Have you figured out how the looping works? The only thing I know is that the stages become horizontally reversed every five loops.
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Nach wrote:
If you turn the difficulty way up, have enemies all over the screen, and require some real bashing and tricky maneuvering to complete, I could see it as a moon.
He'd also need to promote it heavily (or request releasing a new version with extra difficulty) so that it becomes famous and notable. Otherwise, I could make hundreds of such games in my spare time and demand for mooning them all once they get a submission. And that's alone, now add an army of Masterjuns...
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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Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
feos wrote:
Nach wrote:
If you turn the difficulty way up, have enemies all over the screen, and require some real bashing and tricky maneuvering to complete, I could see it as a moon.
He'd also need to promote it heavily (or request releasing a new version with extra difficulty) so that it becomes famous and notable.
Why would it need to be famous and notable if everyone loves the TAS?
feos wrote:
Otherwise, I could make hundreds of such games in my spare time and demand for mooning them all once they get a submission. And that's alone, now add an army of Masterjuns...
You're welcome to made hundreds of such games that each have a killer TAS and stand out in some way.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Skilled player (1706)
Joined: 9/17/2009
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Nach wrote:
If you turn the difficulty way up, have enemies all over the screen, and require some real bashing and tricky maneuvering to complete, I could see it as a moon.
I'm wondering how hard it can possibly rank up the difficulty before it ends up being like those Kaizo SMW hacks where savestates is required to play. lol
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
jlun2 wrote:
Nach wrote:
If you turn the difficulty way up, have enemies all over the screen, and require some real bashing and tricky maneuvering to complete, I could see it as a moon.
I'm wondering how hard it can possibly rank up the difficulty before it ends up being like those Kaizo SMW hacks where savestates is required to play. lol
Only one way to find out! (This game is open source, have fun)
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 7/2/2007
Posts: 3960
Yeah, if you make a game and then make an awesome TAS of it, I see no reason why that TAS shouldn't be accepted just because nobody's heard of the game before. Hell, that'd be a pretty interesting way to advertise your game. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.