Post subject: Lyle in Cube Sector
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
I've begun working on this game. I'll post a WIP in a few minutes. EDIT: Link to video
Joined: 7/2/2007
Posts: 3960
Looks to me like your walking speed is reduced when carrying a block. Or are my eyes deceiving me? If this is the case, then picking up a different block (or chain-throwing the block) might give you faster movement.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
It's just the enemies-on-the-screen lag doing that. Notice that the lag remains after throwing the block, and how when he first picks it up, his speed is the same as it was before picking it up. Is this lag programmed into the game? If so, that's so weird.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
looks like bad game choice to me...
XkyRauh
He/Him
Joined: 6/9/2005
Posts: 171
Location: Southern California
Eventually, you get the ability to summon blocks out of mid-air, correct? I played this a long time ago, for a short period of time, and couldn't be bothered to finish it. I'd be interested in seeing the sequence break potential at the very least. :)
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Hmm, I thought I fixed that slowdown bug already, maybe it reappeared. Also, try setting the framerate to 50 instead of 60 if you're not using 50 already.
Joined: 10/20/2006
Posts: 1248
Hm, I don't remember the version of the game I played to lag that horribly. Other than that, this looks nice so far. ^^
Active player (287)
Joined: 3/4/2006
Posts: 341
You can avoid the "This is a cube" message by completely avoiding cubes until you get Cube Lift. I'm not sure if this will save time, but I thought I'd mention it anyway.
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
It wouldnt save time since that would force me to get the "compass". Plus, its not possible to avoid the boxes without losing time since i'd have to manipulate enemies. Also, Would playing this at 50 fps be more accurate? It did reduce the slowdown but im afraid that it might not be as acccurate.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
50 is most accurate, 60 is wrong. I think Lyle v1.05 is actually handled more correctly timing-wise (because it uses a newer version of MMF) and it runs at precisely 50 FPS, but the music in that version currently doesn't work in Hourglass.
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Joined: 7/29/2004
Posts: 136
Location: Temple City, CA
I'm really impressed with your WIP. I've played this game many times and it seems like a good game for TASing. There are probably a few interesting skips you can do with proper enemy boosting.
"How can you prove you exist? Maybe we don't exist..." -Vivi Ornitier (Final Fantasy IX)
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Well, I just ran my last WIP on the latest version of Hourglass. And to my suprise, it syncs! The only problem was that the sound effects got removed for a while. They returned a while before the end of the WIP though. Commensing resume on this project!...unless people ask me to do another game. >_>
Joined: 8/31/2011
Posts: 11
I'm enjoying this TAS. Please continue with it!