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Messages - c4sc4

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1
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 19, 2012, 12:52:59 AM »
I'm actually starting to burn out on AVWW2 cause of bad luck with random generation - as explained in the tutorial, desert tower expansions are a priority in order to keep the difficulty rate at a manageable level - but for the second world in a row, I've had the vital tile leading to the tower (i.e. there's no way around it) blocked off by a double jump barrier. Maybe I should prioritise finding skelebot facilities instead.

If the game is hardcoded so that you can't unlock the towers until you get doublejump, maybe the message about the towers shouldn't be appearing so early.

Er, that actually isn't a double jump slice, it seems to fall under an issue I had with a previous slice, it works fine getting from left to right normally, but since slices are flipped to increase the randomness of chunks, in this case, when this slice is flipped, it is impossible to proceed without double jump.

Josh, this particular slice seems to be the "ExteriorFlatJungleGymsHorizontal" slice "zm_StrangeProtuberances"

2
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.703 released!
« on: December 18, 2012, 02:03:44 AM »


Edit: I must be the master of getting bad slices. This is like 5 minutes into the game, so there's absolutely no way to get out except poison pill/death. >_>

Yes, that is an intentional death pit. Those slices with death pits are designed so that you have to go through the building to continue right.

3
Honestly I'm having trouble getting far enough to form much feedback because it seems a bit too difficult.

I've also run into situations where I can't advance in an because I can't jump high enough to get past.

There are slices that you can't get past on purpose without double or triple jump. It should be more obvious in the next patch when they add in the message letting you know.

4
As for enemies one-shotting the player..... I honestly have not seen this.  Unless I step on an invisible crawler monkey, and those dont count.

In my first world, when I chose my character, all the choices had very low health, like 1 or 2 hearts. Being my first time playing, I had no idea how low that really was so I chose a character with 2 hearts. I gave up on that world fairly quickly since I would die in 1 or 2 hits. I don't think characters should be able to start with that low of health, it really is just going to cause players to have a frustrating experience.

5
Aye, enemies in Metroid almost never fired at you, particularly in the very first game.

Not to mention that, to be fair, for the most part the Metroid series (not the Prime games, never played those)  is just absurdly easy as a whole.   Often in a Metroid game, within one hour you generally have so much health that NOTHING except the actual Metroids and MAYBE the bosses could kill you.   Heck, in the first game you're basically invincible once you have one energy tank and the Varia.

Glad to see that's NOT the case with this game, since that particular problem is something that nearly all Metroid-vania games seem to have.

Yeah but I feel like this game may have taken it too far in the other direction. Being killed in 3 hits is not exactly fun, if you make a mistake or two, it often leads to your death. Also, now that some of the spells got nerfed, it means that it takes multiple hits to kill an enemy than can one shot me.

6
I'm not sure why the controls seems off for me, I love the Metroid games and played through Metroid Fusion on the GBA several times. I feel that my issues with the controls is that is is difficult for me to be able to aim quick enough and be able to aim and dodge all of the enemy shots. I think it may have something to do with in the Metroid games, at least as much as I can remember, there weren't very many enemies that shot projectiles, or at least not as many projectiles as in this game. Also in Metroid, enemies don't tend to 1-3 shot you as they are able to do in this game. Or perhaps the controls will just take more time to get used to.

7
Wow, haven't played this in a while. I just updated from version .922. Anyway, I just wanted to throw in my congrats on version 1.0, it's been a crazy ride from the alpha build I first got my hands on. Great job guys!

8
I've had this happen recently to my world. The no jump thing is cause by the bottem of the screen not counting as ground so it never refills  your jump count. Same reason why the shots aren't breaking.

9
AI War / Re: Resource Galaxy Statistics
« on: March 31, 2012, 09:39:24 PM »
Thank you.  Although, total = 2360?  Shouldn't it be 120 - 3 (1 human HW, 2 AI HW) = 117 * 20 trials = 2340?

With the grid map type, the planets are arranged in a square so 120 planets is actually 121 (11^2).

10
AI War / Re: Resource Galaxy Statistics
« on: March 31, 2012, 08:01:15 PM »

If c4sc4 feels like posting his counts, or doing this calulation, we can see what we get.


There had to have been an easier way to count these but anyway,

0: 471
1: 478
2: 441
3: 450
4: 520
Total: 2360

11
AI War / Re: Resource Galaxy Statistics
« on: March 31, 2012, 06:24:57 PM »
The numbers I'd really be interested in are:

- At the mid-game (gotta pick an arbitrary time... say, when you've found an AI HW and are beginning the plan to take it down, something like that), how many planets do you have?  How many metal spots?  How many crystal spots?

- At the end-game (about to actually assault a HW; in theory that could be the halfway mark but double-kill seems pretty popular nowadays), how many planets, metal spots, and crystal spots?

On one hand, sometimes you've got to take planets with really low resource counts.  On the other, there does seem to be a correlation between ARS/AdvFact/etc planets and higher spot counts.

Not sure if I can help you there seeing as I've never actually beat this game yet. Well, actually I have a ton of saves from somewhere in the middle of the game, if you want I could load those up and count those for you.

12
AI War / Re: Resource Galaxy Statistics
« on: March 31, 2012, 05:34:24 PM »
I collected 10 more galaxies worth of data on for crystal only. For these 10, the median was 2 throughout again and 2 of the 10 trials had an exact mean of 2. The mode was all over the place again, this time with an overall mode of 0 with the mode of the mode being 3.

For the overall stats with all 20 trials:
Average: 2.029661017
Median: 2
Mode: 4
St. Dev.: 1.43974995

Here's the new graph:



Still a peak at 4.

13
AI War / Re: Resource Galaxy Statistics
« on: March 31, 2012, 04:42:02 PM »
Actually, that looks pretty much like a Uniform distribution to me.  Too lazy to prove it, but from what you describe about the mode plus the graph below, it seems that way.  Although I do wonder about the spike at 4.

Yeah that's what I was thinking.

Just as a note, a graph of the distribution of two Uniform distributions added together does not look uniform;  instead it looks more like a triangle.  And the more distributions you add, the more it converges to a Guassian distribution.

Heh, my Stats professor was actually teaching us this this week.

A few questions for you.
1)  How are you getting this data?  Are you counting by hand, or do you have a tool you created to parse the save file?
2)  Have you happened to mark down any "other things present" for your datapoints, like ARS/Fab/etc?  That might explain the spike at 4, if there's a bonus for those systems.

Thanks for doing this, by the way.  It's great to see some actual numbers.

Basically, I generate a galaxy and then take a screenshot of the galaxy map with the resource used overlay and then I just type the numbers into a spreadsheet.

14
AI War / Re: Resource Galaxy Statistics
« on: March 31, 2012, 02:36:39 PM »
Ok I just finished collecting the data for just crystal nodes in 120 P# galaxies. These were all generated with Grid type, no homeworlds were counted.

This data is interesting.

First off, like before, every trial had a min of 0 and a max of 4, no real surprise there with 120 planets. Interestingly, the median was 2 for each trial and the average was close to 2 for each trial.

The mode though, that one is strange. In the 120 planets where I counted all of the resources, the mode was 4 for 6/10 trials, 5 for 2/10 and 3 for 2/10 trials. The overall mode was 4 and the mode of the mode was also 4. This was not the case with just crystal though. When only counting the crystal, across the 10 trials I had the mode be all possible values. There was a mode of 4 for 2/10 trials, a mode of 3 for 1/10, mode of 2 for 2/10, a mode of 1 for 3/10 and a mode of 2 for 2/10 trials. The overall mode of all 1180 planets was 4 while the mode of the mode was 1.

Now for the overall statistics.

Average: 2.070338983
Median: 2
Mode: 4
Min: 0
Max: 4
St. Dev.: 1.42947343

And the graph:



Well, that is definitely not normally distributed.

15
AI War / Re: Resource Galaxy Statistics
« on: March 31, 2012, 01:45:17 PM »
So on a normal planet, the range for a single resource type is 0 to 4 (both bounds inclusive). What is the distribution of that? (again, on a SINGLE TYPE of resource)

I would do it but I don't have that data readily available. But it turns out there are overlays for each resource so I may check this out in a bit.

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