2. Hyrule Warriors grinding. I'd like to get as many characters to at least level 100 as possible. Link is already there, with his closest runners (Zelda, Skull Kid, Impa, Linkle) sitting in the mid-70s to low-80s. I'd also like to clear the first four adventure maps (the first one is already done, so that leaves the Great Sea, as well as the Master Quest versions of the classic and Great Sea maps).
2. Hyrule Warriors grinding. I'd like to get as many characters to at least level 100 as possible. Link is already there, with his closest runners (Zelda, Skull Kid, Impa, Linkle) sitting in the mid-70s to low-80s. I'd also like to clear the first four adventure maps (the first one is already done, so that leaves the Great Sea, as well as the Master Quest versions of the classic and Great Sea maps).
Still on that dynasty zelda grind? I honestly don't think ive seen a single dynasty warriors speedrun in my life.
I have "The Ultimate DOOM" on the steams, but all I did with it was download decaduple doom (every enemy spawn, spawns 10 of said enemy...1 imp = 10 imps, 3 imps = 30 imps) and enjoyed that, but never had the urge to beat one. Never too late to start...
The leaderboards are pretty barren. From what I've done so far it sort of seems like I could very well be on WR pace, haha. I need to get a recording/streaming solution together soon.
I downloaded it years ago because of this video (https://www.youtube.com/watch?v=CgwYG_ztXgg). RIP one of the better lets players on the internet, probably got a life or something.
Oh, yeah definitely need a setup if there's a chance of getting a WR.
Holy crap, this is easier than I thought it would be.
— Ian Burgmyer (@Spectere) August 15, 2019
0:55, no monsters, no secret exit.
a a a a a a a a a a pic.twitter.com/NotvqmWoe9
#define chdir(path) vitaio_chdir(path)
#define fopen(pathname, mode) vitaio_fopen(pathname, mode)
#define getcwd(buf, size) vitaio_getcwd(buf, size)
#define mkdir(path, mode) vitaio_mkdir(path, mode)
#define opendir(name) vitaio_opendir(name)
#define rmdir(path) vitaio_rmdir(path)
#define stat(path, buf) vitaio_stat(path, buf)
I decided to start playing through AI: The Somnium Files yesterday.
Oh hey, it's #screenshotsaturday. Perfect day to show off some of my recent raycaster progress. :D
— Ian Burgmyer (@Spectere) February 16, 2019
In order to implement diminished lighting on the floor and ceiling, I had to change the background plotter to work per-row. I also changed the AA implementation accordingly. pic.twitter.com/b9KCxyfYdE
Knowing what I know now, I sincerely hope that devs only use DXT texture compression when they absolutely have to.
— Ian Burgmyer (@Spectere) August 18, 2018
It limits you to two distinct colors in a 4x4 block, with either two (DXT3/5) or four (DXT1) ways of mixing them together, giving you 4-6 distinct colors per block.
After playing the demo I decided to wait and see how everyone feels about it before I bought it. Initially I didn't like the idea of in game content via digital deluxe option on release, or the full priced multiple releases. I can looked past those though as a fan of the Mass Effect trilogy I can see where setting up a proper trilogy could really work. However that also could mean they are trying hard to put filler content and dialogue in order to get what feels like a full experience.
Everyone is raving about the combat system, but I can't say I was a huge fan with what I played.
Even though I've been waiting for this game longer than some of my work staff under me have even been alive, I was skeptical on this one. I wanted a remake to ff7, not an action game with an ff7 coat of paint "cough" dirge of cerberus "cough".
Disappointed the combat didn't pan out, but it really should...have been...yknow...a remaster not so much a remake.
Did you play crisis core? And if so, how does it compare? That game had kind of a weird combat system, but I recall enjoying it from beginning to end. But it was a spinoff game, not a mainline game, so expectations were lower.
I think this is the earliest I’ve ever gotten Beta. Yay? pic.twitter.com/fBTYBVPpLN
— Ian Burgmyer (@Spectere) May 2, 2020
On one hand, sure, you can dodge in real-time, but on the other hand it still feels like if the game wants to hit you with an attack, it'll hit you.
Did I mention that you're vulnerable during this wind-up animation? I've had enemies come from off-camera and start wailing on Cloud during the animation, shaving off hundreds of health points during an unskippable animation that locks him firmly in place.Here's a good tip for yah bud. I thought the animations were unskippable too, but, if you do it a certain way, its fully skippable. I made a video for you to check it out.
Healing spells follow three distinct steps: playing the animation, removing MP, and restoring HP. The problem is that there's a surprisingly long gap between when the game removes MP and restores HP (feels like around half a second). If you die between those two events, the game will take your MP without restoring your health. Really nice given how much smaller the MP pools are now.
The player that is being controlled is typically prioritized. If you want to take direct control over Aerith to reposition her and take a few specific actions, odds are within a few seconds every enemy you're fighting will immediately come running at her, completely ignoring the ex-SOLDIER and his giant fuck-off sword and the big burly dude with the gun arm that have been wailing on them for the past three minutes. As a result, you're largely dependent on remote-controlling characters. The problem with that is that the ATB gauge fills up much slower when you aren't actively playing as a certain character, so have fun trying to make the most out of that bizarre combination of mechanics.
The game gets really stun-happy around the 12-16 hour mark. Stuns are pretty much what you'd expect: temporary debuffs that completely prevent you from moving. The problem with them is two-fold. First of all, the stun debuff is never shown on your character panel ("am I stunned for a quarter of a second or five seconds?"). Second, too many enemies can do it, and too often.Agreed, a HUGE pain in the ass. I fuckin' hate it too. But, easy way around that; Just switch to a different character for the duration. Once I get a stun on a character, immediately switch, then the stunned character will be ignored to an extent by monsters, because as we already know, enemies prioritize the character we're currently controlling.
The stun situation gets worse when you consider the baked wind-up and attack animations that your character performs. If you select a move and then suddenly the game drops a stun AoE on your head, you get instantly stunned. My favorite situation is when you get stunned, then they immediately follow it up with sleep and poison. Good times.Again, the L2/R2 commands help out a lot with this.
The game is also like Monster Hunter in that if you're attacking an enemy and the person you're attacking takes a swing at you in mid-combo, your combo breaks.Yeah, hate it when shit like that happens. But, they've made it all about timing. I'm highly used to using cloud now, to where I can pull off good sword combo hits, then counter the enemies attack and continue my swinging, pressure then stagger them.
To add to the above, enemy combos are completely unbreakable. You can't even hold block in mid-combo to shave off some damage. If they connect once, you're getting hit by everything that follows. Considering enemies can break your combo whenever they want by starting a combo of their own, this becomes especially problematic.Noooooo, not true bud! You can easily break enemies combos. Lets say you're stuck in an enemy combo with Cloud; Once I get stuck in one, I immediately switch to a different character (Barret for instance) and unload on the monster preforming the combo. There's been many times where they caught me in a combo, I switched, unloaded and got them into "pressured" state, interrupting their combo. From there, pop high pressure build commands, get them in staggered, GG.
On top of that, there's no rhyme or reason regarding which attacks can be blocked or dodged, and the only way of knowing is to get hit. I've seen plenty of cases where Cloud was able to block a massive attack from a giant monster, yet a normal-looking attack from a human-sized enemy would break his block (and lock him into a combo, naturally). Similarly, there are more cases than I can count of Cloud getting hit despite being noticeably outside of the range of an AoE attack. Again, if the game wants you to take damage, you're going to take damage. Period.Again, cloud has his 100% counter blocking. Once the enemy lands a hit, he blocks, counter hits and opens the enemy up to more punishment. At first I never used it, but after getting used to it, it's absolutely ESSENTIAL to use that counter-stance whenever you're fighting. It makes things SO much easier.
I LOVE YOU! DON'T HATE MEEEEE!!
Also, although I've only played up to where you first get your apartment and flip your shit at your neighbour, most of the areas you fought in felt super cramped and I'll suited for the combat system they're using. Does that get any better as the game progresses?
1 2 e left.alt right.alt p = backspacefeels somewhat comfortable, with thumbs on alts. But that's something I'd have to play with for a while and try different layouts to really figure out anyway.
I started playing Destiny 2 again. My plan is to clear the current story content before it gets vaulted, then jump into Beyond Light when it comes out.
creating cheat-proof online games is pretty much impossible
You're reading way too much into my post.
Not sure why you're bringing up GTA, but each game is a different story, and the reason GTA Online is so goddamn awful largely stems from the fact that Rockstar's net code has been consistently crap since at least GTA4.
One of the main tenets of writing net code is to trust the client as little as possible, but Rockstar doesn't seem to be aware of that. If I were to join a Quake (as in, 1995 Quake) with mods enabled, the server would pretty much boot me right away. GTA Online has weaker mod protection than Quake does, and the server trusts the client far more. From what I've read, if your client tells the server that you have X weapon, it'll just believe you.
In addition to this, the game seems to completely fail to validate any of the game's files on the PC version. There is absolutely no reason why the mod menu should even work in GTA Online, but it does. If Rockstar gave even the slightest fuck about security instead of just blindly trusting the platform to do it, it would autokick anyone running a modified client, and they sure as hell wouldn't let anyone modify the amount of cash they have in their account.
Kinda my MO. Ban yet plz?
(USER WAS BANNED FOR THIS POST)
Because I felt like this was a perfect example of what I believe, that PC is absolutely 1000x worse than consoles in terms of cheating.
Bring back arena FPS!
Hyrule Warriors grinding.
I... I don't recall ever learning about beatmania teaches typing... That's awesome.
Base Ganymede: Complete (https://www.doomworld.com/idgames/levels/doom/megawads/bgcomp)
Port: PrBoom+ 2.6um (complevel 4)
Gotta say, when I started doing my first Plutonia UV playthrough recently I wasn't exactly looking forward to this map. However, it quickly wound up becoming one of my favorite commercially released Doom levels. There's just something immensely satisfying about it that I can't really put into words.
Overall, I was pretty happy with how this turned out. A few notable "meh" bits:
1) I know rocket dueling cyberdemons is inefficient, but my survival rate for that particular section is somewhere around 50% if I try to use the BFG. It's not even due to splash damage, it's because I tend to eat that particular cybie's rockets for some reason. ¯\_(ツ)_/¯
2) I normally don't run out of cells during the third courtyard battle, but the arch-viles were really being uncooperative. Still, could have been worse.
3) I think that's the first time I ate a rocket during the baron/cyberdemon fight at the end, and it startled me more than it probably should have. Doesn't help that I accidentally nabbed the last remaining megaspheres at near-full health right before that encounter. Whoops.
Next stop: Back to Saturn X: Episode 1.
2. Hyrule Warriors grinding. [...] I'd also like to clear the first four adventure maps
Valiant
I have been considering "in the future" getting one of those "new" consoles. Hard to justify with limited library, but I'd assume the xbox has enough backwards compatibility to make it pretty seamless? I ain't there yet, and I ain't sure I'll even get there at all, but I've been looking at driving sims...both consoles have their "one of those"...so...been considering it.
There is a degree of convenience consoles have that pc's just don't "yet" have. Even having this fairly compitent laptop, it's still less effort for me to play something on switch.
I just finished up MAP27, including the, erm, secret part (https://youtu.be/UaiyqLNiaDk?t=1537). Speaking of that secret part: I managed to beat it first try. I ate two rockets pretty much right at the start because I'm a dumbass, but I was able to snag a megasphere and stay in the fight as the arena continued to open up. Holy hell, is that part fun. I wish I were recording that.