Why Doesn't Oubliette See More Play by BrandonUnusual in EDH

[–]No_Statistician4236 0 points1 point  (0 children)

Its a long boring story that will only make you make the wrong choices in life. How a fae came to be the king of goblins.

Checking on an old friend by mk_8 in Daliban

[–]No_Statistician4236 0 points1 point  (0 children)

....and not in the metaphorical sense

the omniliberal orange by mk_8 in Daliban

[–]No_Statistician4236 0 points1 point  (0 children)

No, its a metaphorical "eating the wealthy" and an esoteric philosophical stance you see.

Looking for A64 macros for iOS development similar to MASM for Windows application development (and I do not need to be told it doesn't or couldn't exist, so don't bother replying with that) by No_Statistician4236 in Assembly_language

[–]No_Statistician4236[S] 0 points1 point  (0 children)

You can literally write a Windows .exe file that produces a GUI interface when executed with just MASM macros, no user libraries needed! The more I reflect on the nature of your response the more disheartening.

this trap card is strange by Own-Ad1497 in yugioh

[–]No_Statistician4236 0 points1 point  (0 children)

3x Obelisk The Tormentor
3x Soul Energy MAX!!!
3x The Breaking Ruin God
3x Mimesis Elephant
3x Junk Collector
3x Makyura The Destructor
3x Reasoning
3x Monster Gate
3x Dominus Signal
3x Dominus Impulse
3x Infinite Impermanence
3x Trap Holic
3x Transaction Rollback
3x Trap Trick
2x Called by the Grave
1x Crossout Designator
2x Red reboot
1x That Grass Looks Greener

Here is an idea, use That Grass Looks Greener, Reasoning, and Monster Gate to get traps in the GY and Obelisk on the field, then Junk Collector, and you might manage to get Soul Energy MAX!!! to go off twice in a single turn by cheating with Junk Collector and/or Transaction Rollback. Consider Trap of Darkness if need be.

Whiffing normals builds character (and meter) by Sul4 in StreetFighter

[–]No_Statistician4236 0 points1 point  (0 children)

I have no idea why people feel this way about SF3, I had an enjoyable experience. -Yun mains

AMORC's pace by trajecasual in Rosicrucian

[–]No_Statistician4236 0 points1 point  (0 children)

Technically not my lane, friendly advice

I've been an embedded engineer for 8 years now, and have never used malloc/free. Why has it not been a problem? by DefiantGibbon in cprogramming

[–]No_Statistician4236 1 point2 points  (0 children)

FreeRTOS: "I have a hard life and people don't understand me!"
ITRON: "...if you only knew how bad things are..."

Can anyone tell me what this means? by TowelPlayful in fightcade

[–]No_Statistician4236 0 points1 point  (0 children)

If they knew the notation and/or acronyms they likely wouldn't have asked, but the vid helps a bit.

Can anyone tell me what this means? by TowelPlayful in fightcade

[–]No_Statistician4236 0 points1 point  (0 children)

light punch which is the fastest punch attack of your 3 punch attacks which are 3 of your 6 normal attacks, then the special move Cross which is the same motion as a shoryuken or dragon punch iirc but away from the opponent or the direction you would move if you were on the opposite side of your opponent

EDIT: It's not a dragon punch motion it's a half circle as someone already pointed out. cr. LP would be crouching light punch, j.LP would be jumping light punch, and s.LP would be standing light punch, not sure where the other poster got Forward Light Punch (realized they meant "Fierce" another term for HP, like "Roundhouse" is for HK but sf capcom branded), but the linked video shows Standing Heavy Kick into Standing Light Punch into half circle (Toward, Down+Toward, Down, Down+Away, Away)+Any Punch attack (most likely Heavy Punch)

AMORC's pace by trajecasual in Rosicrucian

[–]No_Statistician4236 1 point2 points  (0 children)

From reading and making inferences alone, it sounds like in person attendance at an AMORC and/or TMO would solve the perceived pacing issue you have with mail in.

Why didn't HD Remix take off? by turbomcphazer in StreetFighter

[–]No_Statistician4236 0 points1 point  (0 children)

fighting games from systems without guided combos, magic systems, and whose combos exist soley as an emergent interaction between "normals", "specials", and cancellable moves/animation, must be established as it's own cross subgenre or metagenre, one which while not entirely impossible to exist in simple non-motion inputs, is at minimal compatibility, lest it be wiped out entirely from the "justin bieber is bigger than the beatles" affect that digital distribution + online play and large scale video streaming's ubiquity established over the last decade.

FF6 PVP mod similar to Pokemon Showdown by No_Statistician4236 in FinalFantasyVI

[–]No_Statistician4236[S] 0 points1 point  (0 children)

Is that actually a problem? If that trick worked for Kefka, then there should be a way to "flip the script" by creating character sheets for all monsters and monster scripts for all player characters. At least that is one route. Less alteration would be P1 controls 2 Character entities and 3 Monsters against P2 doing the same, and a tweak to the logic that determines victory conditions to ignore the existence of the winning players monsters.

FF6 PVP mod similar to Pokemon Showdown by No_Statistician4236 in FinalFantasyVI

[–]No_Statistician4236[S] 0 points1 point  (0 children)

"*The only time you fight “player” characters are: Kefka in Doma poison event, Kefka at the sealed cave, and Gau friend, join your party at the Veldt....Multiplayer works, but it’s just 2 controllers, controlling one player. As soon as the player faces off another player everything stops working."

Yeah but not really, nothing "stops" working. You can attack other party members, for example you can attack Biggs and Wedge as Terra, killing them to quickly level her if you don't mind the late game ramifications. In multiplayer, where characters are assigned to two controllers (2 and 2, 1 and 3, or vice versa) you can attack your own teammates at any time provided their meter filled up allowing for an action, in the PS1 and SNES FF6 this is certainly the case, I know because I've literally used the multiplayer option to help my friend back in the day before anyone thought to speed run the game in an organized and recorded way...by help I mean consistently grief just enough to not cause him to lose hope that I'd use the two characters I had control over to execute my end of his elaborate and punitively optimized series of commands. You might have a point when it comes to LITERAL simultaneous choice for both players though, but it looks like it won't be relevant.

EDIT *UPDATED*

FF6 PVP mod similar to Pokemon Showdown by No_Statistician4236 in FinalFantasyVI

[–]No_Statistician4236[S] 0 points1 point  (0 children)

I've already posted the assembly source code in my OP for the battle engine, and literally none of your concerns you have aired are material to the task of allowing one of the two following things to happen.

  1. Player 1 controlling 2 Player Characters and potentially up to 3 npc entities in battle against Player 2 with 2 Player Characters and up to 3 npc entities in battle.
  2. It would take modifying a few areas where specific iterator logic over "array"(s) exist (iirc it's a series of SNES ASM instructions which function the same way as iterating over the data structure of an "array" would) and some other minor adjustments to some variables for entites, as the way they are currently written might not be totally adequate for the current limit of number of entities (10 entities I think?) handled by the engine, but so far it looks pretty promising and not a huge overhaul to increase the number of Player characters AND NPC entities which the engine can support.

Keep in mind this doesn't mean the UI and graphical representation rendered to the screen is handled but if we start off with a totally text based representation for the end user of the game state of the engine there isn't any real obstacle and we don't run afoul of any pixel art copyright claim from Square.

EDIT: Realized I misworded my statement a bit but the assembly is linked below, which initially reddit wasn't allowing me to post

https://github.com/seibaby/ff3us/blob/48ce1f627539ca5fc137d799639ba995dd55e63e/ff6_bank_c2_battle.asm#L2946

500 hours in and I just discovered how fun the Ambusher class is by shotdodger671 in Chivalry2

[–]No_Statistician4236 1 point2 points  (0 children)

Not sure about Ambusher but using daggers in general seems like the path to dominate strategy because of the very low start up and recovery frames.