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Messages - Alcom1

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1
Off Topic / Re: Place a pixel on reddit.
« on: April 03, 2017, 06:04:18 PM »
It's over. R.I.P

I had a lovely little homebrew script to draw the .exe icon for MechWarrior 2 in a given spot, but still lacked the time or manpower to get anything made. Woke up at 8 AM for work this morning to find a complaint from someone who's art got in the way of my automation.


2
Circuitous.

3
Off Topic / Re: pi day
« on: March 14, 2017, 03:58:09 PM »
>2012+5
>calculating pi using computers
>ISHYGDDT

real men calculate pi by running a monte carlo simulation using thrown frozen hotdogs

http://www.wikihow.com/Calculate-Pi-by-Throwing-Frozen-Hot-Dogs

Oh cool! Because like the probability of the hotdog crossing a line is 2/pi

That's awesome.

4
Off Topic / Re: pi day
« on: March 14, 2017, 01:30:08 PM »
In celebration, I created a fun yet pretty stupid way to calculate Pi.

It calculates Pi by calculating the area of a huge number of squares contained within a radius 1 circle.

5
Off Topic / Re: Political Compass v1501
« on: January 20, 2017, 12:29:42 AM »
I've traveled a bit to the South-East.


6
Games / Re: Pokémon VG Megathread - Magearna now available
« on: January 11, 2017, 08:06:09 PM »
Borderlands 2, yo.




Also, I got this off Wonder Trade:


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Games / Re: Pokémon VG Megathread - Magearna now available
« on: January 08, 2017, 01:10:54 AM »
Speaking of Lampent, i received a Litwick through Wonder Trade and i evolved it all the way to Lampent because i had a Lampent back in my Pokemon Black game

On the off chance, was it one of mine? I was wonder trading away the leftovers from my breeding.

8
Games / Re: Pokémon VG Megathread - Magearna now available
« on: January 08, 2017, 01:05:10 AM »
heh I've actually enjoyed a lot of the trivial ecological stuff in the new Pokemon generation, it's kind of fun to think about the implications of invasive pokemon. Gamefreak really knows how to pander to young bio majors.

Lampent is my favorite in that regard.


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Games / Re: Pokémon VG Megathread - Magearna now available
« on: January 04, 2017, 06:01:07 PM »
Got from Wonder Trade a Shiny Jolly Life-Orb Heal-ball Intimidating Dragon-Dancing Pokerus-inflicted Max-PP Salamance with all perfect IVs...

...except for 0 speed IVs.

Awesome hax buddy, now I'm down a bottle cap.

Also shiny Salamance is a really gross shade of green.

10
Games / Re: Pokémon VG Megathread - Magearna now available
« on: December 31, 2016, 03:02:31 AM »
Aww what? I wanted a Golurk, but it turns out they're not in Sun or Moon, but the game will still taunt me by making me fight them in the Battle tree.

No fair!

11
Off Topic / Re: What did you get others for Christmas?
« on: December 22, 2016, 07:11:35 AM »
I got my sister a rather sturdy pair of gloves that she wanted. Honestly the thing that would make my parents happiest would be to continue saving money for student loans so I'm continuing to do that.

12
Games / Re: Pokémon VG Megathread - Magearna now available
« on: December 21, 2016, 01:37:28 AM »
Right, so I never used a Weavile and it turns out this game has Sneasel so I decided to catch one as my 6th. Managed to capture one with Adamant nature (yay!) and complete my team that already included a Primarina, Toucannon, Magneton, Chandelure, and Exeggutor. I proceeded to look up how to evolve Sneasel when I discovered that.

1. Sneasel needs a Razor Claw to evolve
2. Razor claw is only found on Jangmo-o and its evolutions
3. Jangmo-o and Hakamo-o only have it 5% of the time
4. Kommo-o has it 50% of the time (Yay, coin flips!)
5. Jangmo-o only occurs 5% of the time

So with a complete and utter lack of preparation I ran around some grass for a half hour looking for a Jangmo-o, scouted it with Exeggutor's frisk, no Razor claw, and it occurred to me that I would have to rummage through 400 Pokemon on average to get the item I needed. Up until now, I had completely ignored SOS battles, but that 50/50 on the Kommo-o was looking very tempting, so I decided to try one. Found a second Jangmo-o after many minutes, used adrenaline orb and burned it. Dunno why I burned it, seemed like a reasonable way to get a status affect and chip damage and waited for an SOS to happen. No SOS, turned out that status affects decrease the rate of SOS's. Also turns out that honey also has no impact on SOS's, or anything. Now I have 50 useless honeys, but that's just a minor waste of money.

Back to the task at hand. I did a bit of research on SOS battles and found a third Jangmo-o, by which point I had thoroughly memorized the cries of Skarmory, Machoke, Murkrow,  Lycanroc, and Boldore. Scouted it, no item, noticed that it was spamming Iron Defense so I thought a skill-link-Toucannon-Bullet-Seed would offer a happy amount of damage to encourage some more frequent SOS. I was met with a message of "Bulletproof!" and realized that I hadn't bothered to look up Jangmo-o's ability. So I tried an Energy Ball. Same message, 0 damage, looked up the ability in case Jangmo-o was also immune to paralysis or something (it isn't). Decided to resort to Magneton's Charge Beam which did a reasonable job.

A few turns later I was happily met with the arrival of a second Jangmo-o and nuked the first one. Then a Hakamo-o arrived and I nuked the second Jangmo-o. I kept scouting with Exeggutor, ignoring the threat of a stat-boosted dragon claw, but I was getting concerned by how often the dragons loved to use work-out and I wasn't fond of the idea of reaching the point of one hit KO's. Then I observed that the dragons only ever had either a normal move (headbutt) or a dragon move (dragon claw), and never both. With a fairy and ghost type this quickly became a non-issue. I was juggling 4 Pokemon, using Exeggutor as a scout, Magneton to deal chip damage, Chandelure to eat headbutts and Primarina to sponge dragon-attacks. Maybe Sneasel could have none better chip damage with false swipe, but it was currently in Pokepelago doing EV training so I wasn't going to bother it.

So a second Hakamo-o arrived, then a third, and my strategy was working pretty great. Magneton, despite how much the little hodgepodge of metal objects adored me, seemed to be refraining from critical hits as it zapped away. After eons of stalling, the third Hakamo-o finally summoned a big beautiful shiny Kommo-o (not literally palette swapped shiny, the "I'm happy to see this thing" shiny). I called upon my Exeggutor to scout, praying for the 50/50 and was ecstatic to see the little paint stroke indicated an identified item and Razor Claw. Paralyzed it, damaged it, caught it, got my Razor Claw.

SOS battles are awesome.

13
Games / Re: LEGO UNIVERSE REVIVAL/MOURNING THREAD
« on: December 02, 2016, 10:16:33 PM »


Kek.

A nice thing about LEGO Universe's building was that it saved all the models that a player built or saw on the client's side. These were as separate .lxfml files which LDD could load, and they were given a random numerical file name and randomly placed in folders numbered from 0 to 999. It wasn't intended for any building, and it certainly wasn't intuitive, but it made it very possible to rebuild properties after the game was thoroughly nuked. Only players I know of who did this was Hollis and myself.

Mine:
Avant Grove Base
Block Yard Base
Nimbus Isle Base

Also did some fun rendering:

14
Off Topic / Re: If you could be any famous person, who would you be?
« on: December 02, 2016, 01:50:17 AM »
Myself, except famous.

15
Games / Re: LEGO UNIVERSE REVIVAL/MOURNING THREAD
« on: December 02, 2016, 01:16:41 AM »
From what I remember, it was basically Lego Digital Designer but with every lego piece ever made being available.

Right, so let's go over what the building of LEGO Universe was in comparison to LEGO Digital Designer.

LEGO Universe building contained what is certainly a direct port of LDD into LEGO Universe, as a tool to add models to a variety of small isolated areas called properties. With LEGO Universe, you could build a model, and have it converted to a somewhat optimized model that you can place on your property or in your inventory. Properties would contain one or more models and these models could be given programmable behaviors to move, break, speak, spawn enemies/powerups, etc.

Except the behaviors had rather broken netcode with regards to their behavior and physics, and on properties that were moderately demanding or more, they would more than likely break, stutter violently, or become utterly unresponsive.

So, back to the port of LDD. At around LEGO Universe's launch, LDD had been given the same parts library as LU, so with respect to the parts inventory the two were the same. LEGO Universe's brick building also handled essentially the same way as LDD with some rather intuitive clicking, dragging, and rotating, though LU building was missing the ability to rotate bricks to a specific angle, so anyone trying to get mathematically fancy with hinges were in for some difficulties. Additionally, LEGO Universe had completely custom UI elements that served a similar purpose to LDD's building. There was a color-picker that didn't have labeled colors which was terribly unfortunate for any colorblind players. There was a bottom bar to select brick selection/movement actions, nothing interesting there. And then there was the parts inventory.

Oh boooooooy, the parts inventory.

Unlike LDD, LEGO Universe's inventory wasn't in a nice and orderly order. LDD had parts sorted by a category and then ordered by size, and any difficult to find brick could eventually be found with a quick online search for a part number and the use of LDD's search bar. LEGO Universe building had no search bar, a brick order that was disorganized and determined by the order in which you acquired your bricks, and sorting by categories involved combining one or more categories as a filter, which was an interesting feature, though it was a bit hindered by the fact that some bricks were placed in questionable or outright incorrect categories, and trying to find a brick could take minutes or forever, because as a player tried to find a brick in their inventory, it could be very possible that the brick wasn't in their inventory at all.

Because in LEGO Universe a player had a limited number of bricks, and if that number was zero, that brick would not appear in their inventory at all.

This was the most infuriating thing about LEGO Universe. Parts had to be acquired either as random drops from enemies or by purchasing them from vendors scattered across the game. Which vendors had which bricks? Well, other than vague categories, it wasn't well documented, and a builder could find themselves wandering about the game, wasting their time, hopping from inventory to inventory, through many long loading screens to hunt down that one brick they needed, and that simply was not fun.

There were additional complications to this limitation of the player's parts inventory. Say, a player was building a grand cathedral, with a spectacular line of flying buttresses. The player could and would build one buttress and attempt to clone it. But wait, what if the player didn't have enough of a certain brick to clone the buttress! Well the game would fail to clone to model and tell you that you don't have enough of a specific part. Which part? Excellent question! The game would not tell! If a brick was missing, the player would have to go through the model, select a brick, manually find that brick in their inventory, count the number of that brick is in the clone target and see if there's enough, and repeat this process for every brick until the culprit was found. Then go vendor hunting again, get more of the brick, and return, only to discover that the model still can't be cloned because, gasp, there's another lacking brick that is preventing cloning!

Incidentally, models magically disappearing from a property, usually during a crash, was a common occurrence.

Incidentally, Incidentally, placing models themselves could be a nasty pain in the bum-bum. To move a model, the player could walk near it, and magically pick it up and carry it around with a convenient shadow to indicate where it will rest on the ground. If the player wanted to place their model in the air or on top of another model, the player would have to go into build mode, place some bricks, put the model on top, and remove those bricks, though it's recommended to leave at least one brick on the bottom, otherwise accidentally picking up the model would cause it to return to the ground with no option to return it to its original position.

Hmm.

Did I mention that your models could only contain 1500 bricks?
Did I mention that you could only have 1500 bricks active in build-mode?
Did I mention that you could not duplicate a model outside of build-mode?
Did I mention that this means that to duplicate a model it had to be split into two parts, which then had to be cloned, and then connected together again with an additional waste of time?

A waste of a lot of time.
A waste of a lot of my time.


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