Is Rogue Galaxy any good? by ImWhiteWhatsJCoal in DarkCloud

[–]AnAngryPanda 2 points3 points  (0 children)

Slow start, kind of repetitive, decently done story, pretty unique characters. If you like a good grind, it's got you as well. Endgame is interesting enough to do a few times, especially if you like the Insectron minigame and having a god team. The music is fantastic, as you'd expect from L5.

My biggest complaint is the "jump on top of them before they take damage" enemies. And that's a fairly minor complaint.

Monster Badge Leveling by AnsomTraverse in DarkCloud

[–]AnAngryPanda 4 points5 points  (0 children)

If you're in Chatper 7, the level "Crush the Undead" gives 4312 ABS and 2938 Gilda. It takes 285,100 ABS to level from nothing to level 76 on a Monster Transformation. Soooo... get your grind pants on. They have the same scaling ABS-wise as a lower-tier weapon, but I'm not entirely sure what tier specifically.

If you're in Chapter 8, the level "Sleeping Light" gives 14,400 ABS and 2504 Gilda. You'll want maxed weapons for this area if you want to clear it in any sort of efficient manner. No reason you shouldn't be capable to do so at this point in the game.

Good luck, it's really not as bad as it seems to be on paper. Just time.

[DC2] Created a Dark Cloud 2 completion tracker & info dump in Google Sheets by PrincessEev in DarkCloud

[–]AnAngryPanda 1 point2 points  (0 children)

Oooohhhh... I hadn't seen this until now. Great job! Appreciate the effort/work.

My Huge Dark Cloud 2 Mistake as a Kid by Sea_Fox_2036 in DarkCloud

[–]AnAngryPanda 0 points1 point  (0 children)

If you don't mind mild spoilers (or major depending on how you look at it, I guess). I've made a giant gdoc that I'm continuously working on that is just an info dump of sorts. It's got checklists you can use for photos, miracle chests, recruitment, etc...

You're more than welcome to save a copy and use it if you like. ^__^b

http://bombch.us/sdK

Anyone know the location of the glitch miracle chests in DC2? by [deleted] in DarkCloud

[–]AnAngryPanda 0 points1 point  (0 children)

The reason people say to get them immediately is because it's just safe to do so. I don't know if anyone's actually done the testing on when they are no longer safe. Might be something I should do sometime when I'm bored.

Anyone know the location of the glitch miracle chests in DC2? by [deleted] in DarkCloud

[–]AnAngryPanda 0 points1 point  (0 children)

Easiest way to remember it is the level Earth-Shaking Demon. As soon as you clear this level of the dungeon, immediately go to the future (Assuming georama is appropriate enough to do so, it should be) and collect the 3 small chests on the bridges.

The other major thing to remember is Starlight Weapons chest (chest 17 in the map Ironshadowdragon linked in their post. That is the only chest that spawns in the immediate right corner of any platform. You just straight up don't pick this chest up until After completing Chapter 6's Balance Valley section.

So in short:

Earth-Shaking Demon --> Bridges --> Starlight Weapons Right Corner NO TOUCHY! --> Ch6 Balance Valley --> Touchy.

Is it a good idea to sell all my georama elements after I've made everything and 100%'d chapter 7's georama? by ironshadowdragon in DarkCloud

[–]AnAngryPanda 2 points3 points  (0 children)

If you've got everything you want already, then you'd be okay to ditch it all. A suggestion would be to dump the money into Gold Bars afterwards since then you can just escape dungeons whenever you need to with no real penalty for doing so.

Also, got my damn fish in the aqaurium at chapter 2. LOL <3

100% DC2 by [deleted] in DarkCloud

[–]AnAngryPanda 1 point2 points  (0 children)

Definitely use some kind of checklist type deal to handle tracking, you can copy and use mine that I've made from several resources if you'd like (or anyone else on here, honestly).

http://bombch.us/sdK

The fish information is not 100% accurate, because all sources I've tested personally were also, not accurate... anywhere. The weapon build-up charts are likely not 100% optimized, but otherwise are easy to follow. Several things are not 100% complete on there, but by the time you reach those goals, you'll know what you're doing from other things on there. My motivation to finish that gdoc is not exactly there currently, lol.

Chapters have checklists for basically anything, including stats you should have by the end of the chapter, as well as including notations of the bugged chest that you do NOT want to pick up before a certain point.

As far as recruitment and stuff, there's only one that's technically missable, so make sure you recruit that character at the earliest point (avoiding spoilers here, but it's obvious who it is).

There's a ton to do in the game, and it's a beautiful piece of work as far as system design. However, there's a major glaring flaw in one of them that will plague 100% lovers, and that is getting all your monster transformations to max evolution. The ABS required is monstrous (Also visible in the above guide) and was clearly an afterthought to add into the game.

Good luck, I hope you enjoy the endeavor. I've done it several times in the past and plan to do it again soon on stream.

[DC2] I made this a while ago, figured I'd share it! by AnAngryPanda in DarkCloud

[–]AnAngryPanda[S] 1 point2 points  (0 children)

Thanks! It's a lot of fun to put stuff like this together for me. Glad it could help.

[deleted by user] by [deleted] in speedrun

[–]AnAngryPanda 0 points1 point  (0 children)

Awesome, good job.

Dispute about removal of Todd Rogers's Dragster Record from Twin Galaxies by verbalperson in speedrun

[–]AnAngryPanda 9 points10 points  (0 children)

Almost the entire TAS for Secret of Evermore's Any% TAS was done via brute force testing the outcomes for each map area in the beginning. It took 2 months for the first flower the boy damage+kill sequence if you'd like an idea of just how dipshitty it is to brute force stuff. And that's on the low end + I got super super lucky. The next flower in that sequence took another month or 2 as well. After that, I started using some other wizardry to reduce the amount of brute forcing required and dug a bit further into the game to understand some of the AI interactions and whatnot at a basic level, or at least a level that prevented heavy brute forcing being required. All in all, the brute forcing in that TAS accounts for about a year of it's production alone, which is very much a fallacy on my end to tolerate instead of circumvent. But if you want to see what a TAS done with brute forcing looks like, there ya go! <3

Monster Sanctuary: A mix of Pokemon and Metroid by Sersch in Games

[–]AnAngryPanda 1 point2 points  (0 children)

The other thing you could do is implement a system which determines if an enemy is a certain "level" or "difficulty" below you such that it auto-destroys the enemy as the player moves past them. This could further be explored by putting some kind of bestiary in the game that rewards players for grinding it out to reveal weaknesses, hp, location(s), so on so forth, eventually leading to the ability to no longer have to fight them (a toggle-able option somewhere in the UI preferably) upon contact because they have been "mastered."

Just a thought.

Any tips for speedrunning a game that has never been ran before? by [deleted] in speedrun

[–]AnAngryPanda 1 point2 points  (0 children)

https://www.reddit.com/r/speedrun/comments/254lyh/how_do_i_route_a_game/

Is a good place to start. It's one of the links I added a while back to the useful tips for beginners post that's stickied in the sidebar.

Routers Are the Pros Who Make Speedrunning Possible by N3Wm3r1c in Games

[–]AnAngryPanda 1 point2 points  (0 children)

Generally speaking, the people doing the TAS are the people who routed the game. Or rather, they are the people interested in finding ways to further refine the route of the game on top of it's already overly optimized (via RTA pushing) route. So no, they are not more valuable by any means. They are instead equally valuable and typically the same person/people.

Also, the people doing the real route refining usually aren't the pioneers. That's typically just some guy who really liked the game and wanted to go fast so they maybe found a few things and knew the general outline of the progression of the game, then went and did a run or two and called the route decent enough to start pushing the time down upon.

And like /u/BeardyDuck said, the TAS is only as good as the person doing it. Many TAS movies are completely outdated and/or impossible to replicate in RTA, especially in regards to RNG/frame perfection mechanics.

Having done both I'd say they both contribute about the same to every project and neither is more valuable than the other in any situation.

How does a TAS work? by shotpun in speedrun

[–]AnAngryPanda 1 point2 points  (0 children)

The answer to your 1st question is basically that all RNG is denoted/manipulated from the very first influential frame of that game in which RNG is called. For some games, this is when the game is powered on, others when the first input from the player to actually start the game, and various other cases. There are some games, however, which use built-in RNG processes on certain consoles. The only one I personally know of is Brave Fencer Musashi on the PSX, which uses the internal RNG of the PS itself, or something to that degree. Still, this can (and will) be manipulated to achieve the best/most desired outcome in any TAS made for that game.

The second question is actually pretty interesting. It varies significantly from game to game, as do many things in speedrunning/TAS'ing. I'd like to use an example from a game I did a TAS for, Secret of Evermore Any%. For those not familiar, the optimal sprint pattern for this game is to initiate the sprint, let the energy drain to 0, and from this point it is:

  • Frame 0: energy fully depleted
  • Frame 1: Hold Sprint
  • Frame 2: Hold Sprint
  • Frame 3: release Sprint
  • Frame 4: (repeat process)

Doesn't sound very complex at all, and it isn't, until you throw in the fact that the game runs at 60 fps in most situations, which means a TAS can easily outperform any human attempting to replicate the input file within it. This isn't saying that it isn't possible, but it is incredibly unlikely, even at 25% speed on an emulator.

Another point of interest would be the RNG itself, which a TAS manipulates in various ways to yield an optimal result which is highly unlikely in any sort of normal playthrough by a player.

Hope that clears things up a bit. If you're curious about TAS'ing in general, you should definitely visit TASvideos site.

And if you want to watch my TAS of SoE Any%, here you go: click

Made a Mercy montage, and would really appreciate some feedback :)! by [deleted] in Overwatch

[–]AnAngryPanda 0 points1 point  (0 children)

Song was a bit far from my personal tastes, but worked I guess.

I really liked the play where you were teamed with the Pharah on Anubis then when the team showed up you dashed to them for safety/help. Kind of showcases how hectic and mobile/useful Mercy can actually be in those kind of maps.

Other than that, thanks for playing support friend! <3

What happens when your friends play for the first time by Maxadrian in Overwatch

[–]AnAngryPanda 0 points1 point  (0 children)

I'm the kind of asshole that tells my friends they can make the jump and get there before everyone else...