dev, computing and games

Finished story mode of Crypt of the NecroDancer (PC)

This game is "rhythm" genre mixed with "roguelike" genre.

When I first played it I thought they took a dart board full of video game types, threw two darts and made that game. The "disco floor" mechanic was trippy and strange, and it looked like a somewhat decent roguelike with an unfitting rhythm mechanic shoehorned in. Background: I do like roguelike games (Mystery Dungeon, Dungeon Crawler) and rhythm games (DDR, Stepmania, FF Theatrhythm) always just separate.

After a few levels I got into it and saw it was built from the ground up to be a rhythm game. Even the controls, all set as combinations of arrow keys, are geared so that they can be played with a dance pad. The gameplay and story are tightly integrated around the music themes. The rhythm game-ness adds an action mechanic where there wouldn't ordinarily be one, and there are gameplay elements ("multipliers") built around this mechanic. Every other roguelike I've played has been strictly turn based and I have to slow myself down because I'm freaking out at one thing or another. For this, it's the opposite problem where you have to make quick decisions and develop the right reflexes and it ends up being really rewarding.

(do not watch if you have epilepsy)
https://youtu.be/TH08jpNNcFg

The graphics use that usual pseudo-old-school-not-really resolution mixing to a level that is pretty offensive. I've come to just tune it out. I seem to be the only person who cares about this so at this point I'm tuning it out for my own personal wellness. #selfcare

The end of the game is involves a pretty tough zone with a combination of two bosses. I attached the replay of my run of the zone!
Comments
- Using Cadence the main character.
- Starting eq: normal broadsword + apple, purchased at Diamond Dealer
- The start was pretty rough. Made a bunch of mistakes, in one part I fell into a trap with no way of getting out except bombing myself.
- Wasted a bit of time on shop purchase, item indecision
- Dead Ringer went well.
- Necrodancer did me a solid and killed an ogre for me
- I always kill my multiplier for black skeletons.

Time: 11:33 Score: 432

Besides Cadence I finished zones 1+2+3+4 with Dove, I'm looking forward to playing a few of the other characters also 🙂

*there is an option in the game's menu to turn off the "Disco floor" if there is a chance of it causing problems

June 23rd, 2019 at 9:23 pm | Comments & Trackbacks (0) | Permalink

Old and busted: "Looks like you're using an ad blocker. Click here to disable it, wont you?"

New hotness: "Looks like you're using Incognito browsing. Click here to cut it out, you know?"

Source: Boston Globe

June 21st, 2019 at 12:23 am | Comments & Trackbacks (0) | Permalink

Finished Brain Lord (SNES)

This is a SNES RPG, a top-down action RPG with some puzzle elements.

Like every great? RPG there are two towns. As this is a medieval-themed game, they would end up settling on town names that were something fantasy- and mystical-sounding. So of course, the first one is called "Arcs" and the second one is called "Toronto".

I don't think the phrase "Brain Lord" is ever mentioned in any part of the game.

The game incorporates some puzzle elements which were actually pretty cool. For example, a room where some text on the wall says:
"12 - 52 - Although greater in size, its equivalent is the same in time."
the answer is a three digit number. Maybe too easy?

Unique qualities:

  1. Levelless system
  2. AI pokemon fairy things that follow you and are a game mechanic
  3. Fast travel
  4. No love interest

Some people are quick with the comparisons to Zelda. Zelda doesn't have a monopoly on the puzzle-ARPG does it? It definitely is a puzzle-ARPG though.

June 12th, 2019 at 1:59 am | Comments & Trackbacks (0) | Permalink

It is valid 👏 to understand 👏 how a feature 👏 works 👏 and still 👏 not 👏 like it

April 26th, 2019 at 3:17 am | Comments & Trackbacks (0) | Permalink

This isn't real... is it? How would this even work?

https://sookocheff.com/post/process/zero-bug-policy/

It could have been posted a couple days late

April 4th, 2019 at 6:55 pm | Comments & Trackbacks (0) | Permalink

Direct3D12 on Win7! (Used by WoW)

https://devblogs.microsoft.com/directx/world-of-warcraft-uses-directx-12-running-on-windows-7/?fbclid=IwAR0iVUGTQzxOXzTMol-RUqgKkxAhoLXNI49RveD6EB5LeSCFCA2ERwyF4mc

March 12th, 2019 at 12:16 am | Comments & Trackbacks (0) | Permalink

This might be an example of the old does it take longer to painstakingly solve a problem, or to create a tool to make it less painstaking?

I keep around a lot of ASCII art diagrams and charts-- some new, some carried forward from ancient times. For Aaezure Odyssey MUD, the game is played in ASCII and therefore so are all the in-game maps. In any case, sometimes there's a need to edit them by moving around regions of content. In a conventional text editor, this is a gigantic pain in the neck. Sometimes you can cheese it using special key characters with find-and-replace but it's not a great way to go through life.

I also thought that surely, there'd be an obvious choice for an already-existing text editor that supports this kind of diagramming function with moving around blocks of text. The best one I found was ASCIIFlow. I loved the UI of ASCIIFlow-- it's really cool and modern. However, it had a problem where the import/export was lossy. It'd take some characters, and replace them with other characters. Dealbreaker. Besides that, there's Emacs or vim but those tools haven't been part of my life thus far and I didn't care to investigate. And then there was one other option, Notepad++ which I knew to support column-based selections but there didn't appear to be a way to move around the blocks of text.

See I thought I could go through life without ever feeling motivated to make my own text editor. I've been liking the program, so while using it I added more features outside of what it was originally intended for-- supporting cut, paste, undo, and so forth. Besides the diagrams it's been good as a general purpose editor and I've already gotten a lot of mileage from that.

The program can be found on Github here.

February 26th, 2019 at 5:38 am | Comments & Trackbacks (0) | Permalink

Allie Thunstrom shooting against Shannon Szabados in the NWHL All-Star game. Very cool photo so sharing it here

I didn't really get into hockey until fairly recently. This has Szabados, who plays on the national team, and Thunstrom who played then and later in the NWHL product

Mandatory Credit: Photo by Mark Humphrey/AP/Shutterstock (10101077e) Allie Thunstrom, Shannon Szabados. Team Stecklein forward Allie Thunstrom (9) shoots against Team Szabados goalie Shannon Szabados in the NWHL All-Star Hockey Game, in Nashville, Tenn Women's Hockey Boom, Nashville, USA - 10 Feb 2019

February 11th, 2019 at 7:52 pm | Comments & Trackbacks (0) | Permalink

This was after I tried

  • Cleaning cartridge reader with rubbing alcohol
  • Cleaning cartridge with rubbing alcohol
  • Re-seating the 72 pin connector
  • Replacing the 72 pin connector

I'm sad to say this console has never worked, this is just the last straw. I got it as-is at a garage sale >10 years ago. There are multiple problems. First was with what appears to be the PPU; the evidence is that a sprite layer is invisible. See how the placed pieces show up, but the piece-in-flight does not. And then there were problems with the 72-pin connector. Before re-seating, it was black screen. After re-seating, it showed the corrupted image.

It's tragic, the feature that makes me want the NES instead of an emulator (that tactile-ness of cart pushing in-and-down) is also one of the features that kills it.

I kept this console for parts, got a new one and it's working well.

January 29th, 2019 at 11:14 pm | Comments & Trackbacks (0) | Permalink

Finished the Community Center in Stardew Valley (PC)

Stardew Valley is like a "what could have been" if SNES Harvest Moon were transported into our post-Minecraft present day. It's really approachable and fun.

HM (left), Stardew(right)

Comparison is specific to SNES HM because of the similarity of gameplay and visual arrangement of things.

For Stardew I have some small gripes which are visual
• Colors burn retinas
• most of graphics uses low-color palette but lighting effects from lamps and torches have access to way more colors?
• Pixels do not align to pixel grid for fishing line and many animations (see image)

Stardew Valley is not the only offender in the category of "retro-style game that can't pick one video resolution". Shovel Knight and the Scott Pilgrim game also do this. Scott Pilgrim is probably the worst offender I have ever seen. Stardew Valley is not the worst but it's one where I have screenshots on hand.

Why is it bad? There are two parts to this, functional and aesthetic.

Functionally, it is capable of causing eye strain coming from the fact that it is visually confusing. Suppose we are looking at some 2D pixel art at a relatively coarse resolution. We use the same parts of our brains that could, say, appreciate mosaic tile artwork. The image lacks the full fidelity of the real world, but our eyes "fill in the missing information". Blocky edges become round in our mind's eye, detail is made out of nothing. When the resolution changes, it's like a tiled floor where big patches of tiles are different sizes. It's funhouse looking. It defies expectation. How can your brain interpolate things at a consistent rate, then? It's not altogether natural. Personally I experienced eye strain from this. While I am not a medical professional- just a person with a data set of size 1- I believe it could affect other people too since my eyesight is medically typical. I don't see anything necessarily causing my experience to be very unique. For people who aren't involved with graphics or low-res-looking games but play this one, they might experience eye strain yet not be to articulate why.

Aesthetically, it wrecks your scene composition. Here you've gone and standardized line width, balanced the colors of lines against the light source in your scene, taking into account the limited fidelity of the low resolution you've standardized on. But, wait a minute! You have this completely other part of the scene which is at a different video resolution. There's not an easy way to account for that in how you set up the scene. It will just look bad and I'm sad to say once you see it you can't un-see it.

The reason why the problem is possible is because these games are drawn at a much lower resolution than your native display resolution. When I run Stardew, for example, each 4x4 region of pixels tends to be (* minus the exceptions discussed here) of uniform color. On my 1920x1080 graphics setting, this implies the game is meant to run at 480x270. See if I were running the game somehow natively on a very old monitor, it wouldn't need to do anything 'special' in terms of scaling. Each of the TV's pixels is already the size of your face so whatever. But to fake a low resolution on higher resolution displays, upscaling is necessary. And that's perfectly ok. The problem is the way in which these games do the upscaling.

Most upsetting of all is that it's typically harder to get this wrong than to get it right. Yeah you read that correctly. Of course I don't have any game source code and I don't know how the developers have organized things, so I am making broad assumptions.

The supposed ease of implementation falls out of how geometry transforms and co-ordinate spaces work. If you keep a consistent low-resolution, you can set up things by:

  1. Allocate a low-resolution (e.g., 480x320) intermediate target and a full-resolution (e.g., 1920x1200) final target
  2. Draw your graphics to that intermediate. Move, flip, rotate sprites as necessary in that low-resolution space
  3. Draw the intermediate, scaled, to the final target

The complicated step for #2 isn't so bad since you only need to deal with one co-ordinate space. The scale at the end is really simple.

But instead, games decide to do this:

  1. Allocate one full-resolution (e.g., 1920x1200) final target
  2. Draw graphics directly (?) to that target.
    • Each sprite's transformed position needs to take into account the scale-from-lowres-space-to-final-target

The problem is in step #2. Even if your calculations are 100% correct for getting everything positioned correctly in the final target, this setup will cause resolution-mixing artifacts (e.g., if you rotate anything by non-45-degree increments) since it is baked right into the design.

So, why have game developers gone out of their way to get this resolution-mixing behavior?

Maybe to save perf or memory. That said, I'm not pursuaded a small (~480x320) intermediate and a scale will make or break you for these games. Maybe they don't care or they don't think people will notice.

As much as I like Minecraft I think a lot of people have been corrupted by Minecraft aesthetic. You have the low-res-looking, limited-pallette-looking voxel art, where perspective transform is putting boxes of different sizes in your face all the time until it seems visually normal to you.

As for whether mixing low resolutions is bad or even a problem is getting out of the technical and into the subjective world of art. I assert that it's bad. I assert that it's bad in the same way that the author of McMansion Hell puts forth a case against certain architectural styles. I put forth a case against mixing of low video resolutions here. Now I think this post is way too long for describing something so simple and obvious but it's written without any particular target audience in mind so maybe you can make something of it.

But wait, there's more! Pallette inconsistency.

How many colors are in the pallette? Answer: yes.

The color inconsistency, I can also sympathize with-- it's hard, and arguably more work to take the result of your lighting calculation and quantize it down to the pallette used for the rest of the sprite artwork. But I mean, is it that hard? It's something you really can do programmatically, it's not like you need new art assets. You can use a lookup table in a shader, a volume texture if you want. There are different options for fixing this, but they just don't for some reason. Stardew Valley has no shortage of ambitious stuff- a procedural dungeon, a multiplayer mode, lots of characters with real-time behavior-- so it's not like they want for time or talent, but the take-away is this isn't where they chose to spend their time.

All of this being said, I want to make it clear that I liked the game.

So back on the game itself-- what Stardew does better than Harvest Moon:
• Automation of tasks. The sprinklers and auto-machines to feed and care for animals are a huge ease off of grind, unlockable in the game.
• Controls are less frustrating by design. It's impossible to accidentally expend seeds on an ineligible place, or drop things on the floor. How many times I've attempted in HM to give someone a gift only to Throw It On the Ground
• You can step "through" most crops, allowing for more flexibility in how to organize them
• The Minecraft-isms are fun and thoughtful.
• You can customize where new buildings are placed
• You can marry a person regardless of gender (e.g., same gender)- a step forward. While the original 1996 Harvest Moon doesn't have this, the modern Harvest Moons (Story of Seasons) don't have it either
• More interesting characters. For example I liked Linus's storyline, where he lives as a homeless person but your role is not to "fix" or "save" him. Rather, your role is to be his friend
• The relationship system is less broken. The rate of heart levels increase is slowed as the number of allowed gifts is fixed
• There is an interesting variety of characters. They all have unique events for friendship, not just marriage candidates

The game doesn't have a conventional "ending" like HM where there is a long scene and then credits.

There is an "evaluation" of sorts on the 3rd year as well as two big milestones. An easier, sad-outcome one (completion of Joja Community Development project) or the difficult, happy-outcome one (renovation of the Community Center). I ended up making two farms where one got each outcome. Although I did these, there is still a lot of replayability potential.

Overall verdict: it's good! Krobus/10

January 24th, 2019 at 11:23 pm | Comments & Trackbacks (0) | Permalink