Ryason55
Lets Just Play: Satoris Dungeon Kingdom (Trial) - 01 - Overlord Simulator 2013
updated
For anyone confused:
knowyourmeme.com/memes/saddam-husseins-hiding-place
http://steamcommunity.com/sharedfiles/filedetails/?id=1304806308
So, dynamic bones are a thing I was kind of inspired to do after an amount of messing around in VRChat. As it turns out, Fusion at some point implemented the ability to modify bone placements on models via script, so I took full advantage of that. I have no idea how it turned out as good as it did, since I pretty much did it from scratch with very little reference (I tried looking at how VRChat's dynamic bone script did it, but I didn't really glean much information from that).
As for the Witch Bride player model, I've had an incomplete version of the model sitting around since at least the start of 2014 in the original Serious Sam 3. The main problem I was having was that there was no good way to animate the tentacles for every single player animation, and cutting the tentacles altogether would kind of ruin the point of the model. Now in Fusion, my new dynamic bone script made for a really good way to handle that, so its finally feasible to finish.
http://steamcommunity.com/sharedfiles/filedetails/?id=1193723628
Weapons showcased include weapons from the original Quake, as well as the two expansion packs: Scourge of Armagon and Dissolution of Eternity. Weapons shown in order are:
-Shotgun
-Double-Barreled Shotgun
-Nailgun
-Super Nailgun
-Lava Nailgun (DoE)
-Super Lava Nailgun (DoE)
-Grenade Launcher
-Proximity Gun (SoA)
-Rocket Launcher
-Multi Grenade Launcher (DoE)
-Multi Rocket Launcher (DoE)
-Thunderbolt
-Laser Cannon (SoA)
-Plasma Gun (DoE)
Not really sure what I'm gonna do about the Axe and Mjolnir. The melee-type weapons really don't have enough customization, and even doing limited-ranged bullets doesn't allow for the original hit sounds, such as the Axe's "tink" sound when hitting a wall. I'll probably leave them out for the time being.
To note, these are not the Quake weapons that are included with Noam's Ultimate Weapon Pack. I have been working on these on and off since about May, and only midway through did I find out Noam was making his own versions.
Basically, I found this out while I was comparing successful attempts to failed ones. Turns out, successful attempts always paused on that specific step when switching from Reimu to Marisa. Me and ZF probably built up a timing for it without knowing, which is why nobody else has been able to get it.
Each character has a fixed speed on the stairs, meaning they'll always hit the same "points" on the stairs. Probably what's happening is that Y coordinate you put Reimu in is one that Marisa can't stop on normally. However, putting Marisa into that position allows her to completely skip the Y range that would normally take her off the stairs.
This method should work with any staircase that's the same length (4 tiles, or 12 steps) from the top of the screen to where you exit the stairs. Any other staircase would probably require a bit more looking into, since we'd also have to take the distance from where you enter the room into account as well. It's worth mentioning that for these stairs, the tile I switch on is also one tile (3 steps) down from where Reimu enters the screen.
So yeah, Virus is a gamemode I made for SS3 sometime back, based off of Virus from the Timesplitter games. Basically, one person starts out infected, and everyone else has to try and stay away, lest they also become infected. The person who avoids infection longest wins. You can find the gamemode, along with a more detailed description, here:
http://steamcommunity.com/sharedfiles/filedetails/?id=494522565
While the event did go for about 2-3 hours, we only played about 13 different maps... And I wasn't all that happy with the majority of my footage (which has been a recurring problem, and the reason I haven't posted a video on this before). This is mainly the rounds that went by rather briskly, without either the first infectee having difficulty catching anyone, or the last 2 people being literally impossible to find. Maybe I could do another video with the maps that took longer... but I don't know. I'm just tired and want to get a video out.
[Record Date: October 28, 2016]
So, the first part of this run is probably going to be a bit hard to follow. Really, the one thing you need to know is that when a save file is loaded on Stage 0, your position and stage layout are carried over from whatever instance you last had loaded.
The first save file I make (File 0) is the one that will end up completing the game. I go left and get to a point where I can do the staircase glitch and put the savefile into Stage 0. What's important to note is that Marisa has to be at *full HP* at this point, otherwise she'll immediately get killed in Stage 0, and risk getting gap'd away by the Gap Yukari (run very over).
For the 2nd savefile (File 1), I first off just load it to get the usual Stage 0. I do 2 loops, maxing out Marisa's HP and Ability levels, as well as getting enough treasure for 4 extra lives. After this, however, I keep playing on the new file to get to a different room in Stage 5. I stand in a very specific spot and switch back to the main file. Now, for anyone familiar with Stage 0, you'll know that there's a Suwako in this room... And all this prep was to beat her in this room. Due to where I'm standing, Suwako ends up spawning in a wall, so I'm able to tank lives and Master Spark her to death. Note that you *have* to get her stuck on the right side of the screen. If she's stuck on the left side when she does her sweeping water laser attack, she'll inexplicably warp to the right side, freeing herself if there isn't a wall there.
After getting her, I immediately switch to her and start up the 3rd savefile (File 9, since it's close to 0). In this file, I position myself in a very specific place, and then switch back to the main file. This position is actually where a single Spirit Sphere is located in Stage 0. You can't get to it at all unless you spawn on top of it, or anywhere to the right. The room to the left of the starting room is just long enough to allow me easy access to it. I do this 5 times to max out Suwako's Spirit level.
The last savefile I make (File 8) is just another simple Stage 0 to allow me easy access to the Health and Ability spheres. Creating this file is faster than reusing the previous file, since you don't have to walk to the right each time. I do 2 loops with Suwako to max out her HP and Ability levels, and then I take the screen exit to the left to warp to Suwako's boss room so I can continue on to complete the game. Everything afterwards should be self-explanatory.
The whole deal with this run is that we get Suwako in Stage 0 so that we remain in Stage 0, that way Suwako can receive the benefits. If we actually fought Suwako in her proper boss stage (Stage 220), we'd have an amount of difficulty getting back to Stage 0. Continuing on without the buffs would either be complete suicide, or really slow. Even with a maxed out Suwako, this run is still hard. You have to maintain a decent number of lives until the end, otherwise you'll have insufficient ring charges by the time you get to Kanako 2. You also have to do a *lot* of dodging. While my Lunatic boss strats for Yukari and Kanako can't be done with this route, the practice I've put in has helped me learn how to dodge the majority of their attacks.
I'll note that I select Lunatic difficulty for all 4 save files just so it's more "pure". While it makes little difference to the run in the long run, 3 of the 4 save files actually encounter enemies. It doesn't matter at all for the 4th save file, but I figured it shouldn't be the odd one out... Also, you know some smart-ass would call it out.
Again, the timing in the title is from the very first difficulty selection, until the final hit on Kanako 2. Fadeout timing is 9:53.
So yeah, found a new glitch. Turns out, if you manage to screen transition at an edge of the screen that you're not supposed to, the game will set your current stage to Stage 0. This will normally just reload the room you're already in, but if you back out to the menu and load the save... The game kinda freaks out. It loads the last stage loaded in memory, and dumps a *bunch* of entities from other stages into it. This includes 8 Ability Spheres, 4 Health Spheres, Suwako, Gap Yukari, and at least 4 Hinas. Also, for some reason, the left edge in this glitched room leads directly to Suwako's boss room, so that's convenient. There's some other shenanigans you can do with this room, but they have no place in this run. Note that I start up a completely new save file so that the room it loads is the first room, because otherwise you can't collect the spheres AND access the left side of the screen. The difficulty of the extra save doesn't matter, since all I need it for is the map.
The way you achieve this, though, is by abusing stairs. If you get on the stairs in a certain way, you'll actually become offset from them, and you won't actually exit the "on stairs" state when you pass by the other end of the stairs. You can then use this to touch the edge of the screen and put yourself in Stage 0. I make it look easy in this video by getting it first try, but it's actually slightly inconsistent to pull off. As Reimu, you have to be falling to the left when you get on the staircase. Once you're on the stairs, you need to switch to Marisa, and walk to the bottom (I usually do it after the screen transition, but I'm not sure if it matters). If you get off the stairs normally, just climb back up and try again.
This glitch can be done in any version of the game. There are no places in this route where you can super jump to save time, meaning that no version is explicitly superior. Current Version (V1.01e) is recommended, since boss bullets are cleared after you beat them.
For the boss fights, I will mention that I botched the Suwako fight pretty hard. ZeldaFan had actually sent me a pretty good strat for dealing with her, but I messed up in multiple places. If it wasn't for that first-try stairs, you wouldn't be seeing this. Beyond that, everything else is pretty easy once you have Suwako. Suwako's charge attack is really powerful if you can keep the boss in contact with it. While you only get 3 shots of it per life, you actually get a *ton* of lives through score in Yukari's area, so you can afford to burn lives to recover RP. Really, I had so many lives that near the end I just stopped paying attention to how many lives I had left... and I still ended with 6 lives remaining.
Timing is from difficulty selection to the final hit on Kanako. Most of the V1.0 runners time until the fadeout after beating Kanako... But that's probably because Kanako can actually still kill you after the final hit (since boss bullets aren't cleared in V1.0). For this version, though, final hit makes the most sense. For the sake of comparison, the timing from difficulty selection to the white fadeout is 7:18.
Shoutouts to Salzkorn for originally encountering the infinite stairs glitch (with Flandre), Shadax1 for encountering an alternate method to perform the infinite stairs glitch (with Reimu/Marisa), and most importantly, ZeldaFan024 for pointing me towards Shadax's stair encounter, as well as helping to explore the bounds of this glitch.
So, this strat involves a glitch that can happen during the phase transition. If the boss is flying, and is the middle of moving between points when they change phases, they will actually retain their momentum and keep moving in the direction they were heading. This happens because the boss is never told to stop moving in the new phase, meaning they just keep going. For Kanako 1 here, she makes several movements during that attack, and you want to specifically change her phase during the one downwards movement, otherwise she'll either stay in place, or fly off into space. The attack pattern I use is mostly consistent, but again it's relying on Flan up shots.
To start this battle, Flandre must be at full HP (she needs to tank a hit), and Daiyousei needs to be in Peril (so she can do a boss displacement). You can set this up pretty easily in the previous room with the sentient doors. Note that after you beat Kanako here, you will *not* be provided with a Full powerup, so whatever you end this battle with is what you'll start the next one with.
Spheres were distributed as follows:
-Flandre: 1 Red, 1 Blue, 1 Green
-Daiyousei: 1 Red, 1 Blue, 1 Green
-Rumia: 1 Red
-[All]: 1 All-Blue
So, Lunatic Any% is a thing. It's one of those categories that nobody's touched because it's literally impossible, probably. That said, I've done an amount of ramming my face into it. The main problem is that there's this long section of the game you have to clear on a single set of lives. This section happens to include about two and a half areas, and 3 bosses (which includes the final boss). These bosses are, of course, Yukari, Kanako, and Final Kanako... And while it wasn't easy, I got one of them down.
But yeah, this strat takes advantage of the fact that if you apply knockback a boss while they're jumping up to a point in the air, it'll actually displace them from where they're supposed to be for the duration of the attack. For Yukari here, this makes it so that you have more breathing room... and more importantly, makes her much more susceptible to Flandre's Starbow Break. For the knockback, I use Daiyousei in Peril (under 1/4) health, which you can easily get off of the fairy that shoots the blue spear bullets in Stage 98.
Once you get the execution down, the strat's pretty consistant. There's 1 intended death (the first one) that you take to recharge Flan's RP, and an expected 1-2 deaths during the phase transition. Flandre's Up shots used during the first half of the fight *are* required to beat her in an optimal time... but they aren't exactly reliable, and cause a bit of varience as to when exactly Yukari changes phases. As well, there's a chance that you don't deal enough damage to beat her at the expected time, in which case you'll have to deal with an attack that, uh... I really don't have any good plan for, besides "Use Flan's Up shot, dodge, and pray" (or tank lives and charge attack).
It's really important that you hit the 2 boss displacements; At this point, there's no backup if you miss one. If Daiyousei goes down at any point before she's done bossing Yukari around, there isn't any good way to get her back into Peril. You *might* be able to use Rumia as a backup, though her kicks won't do nearly as much damage. Once you're in phase 2, you don't require Daiyousei to be in Critical/Peril, since it only affects her melee attack, and the initial contact damage of her ice chunks.
I went into the fight with 10 lives, and only lost 2. I *have* gotten a run where I've only lost the one required life, but that's only happened once, and it was the *one* attempt I wasn't recording (irritatingly enough).
Spheres were distributed as follows:
-Flandre: 1 Blue, 1 Green
-Daiyousei: 1 Red, 1 Blue, 1 Green
-Rumia: 1 Red
-[All]: 1 All-Blue
So yeah, this came up during the Final Fantasy Tactics Randomizer I've been streaming. I was checking what abilities that Ramza's Chapter 4 Squire class had, and then yeah. There's a good chance that I won't be using this very often.
You can find my Twitch profile, alongside what remains of the Randomizer recordings (Part 1 has expired already), here:
twitch.tv/ryason55/profile
(Ramza's named Nappa because Legend was the only person around when I was picking out a name, and I kinda didn't care what name he had.)
[Stream Date: June 21, 2016]
So yeah, this was an idea I had after seeing the trailer for Serious Sam VR: The Last Hope. I figured it'd be more than possible to have the guns individually aimed with a keyboard and mouse setup... Though, I had to come up with my own system for handling it. Keyboard controls the left gun, mouse controls the right. For the left gun (keyboard) specifically, there's a button bound that allows you to slow down your aim to make it easier to aim at small/distant targets. There is also controller support, so you could use that as an alternative (XBox 360 pad prefered).
Currently, I haven't implemented any ways to dodge or shoot down projectiles. The latter should be simple enough, as all it'd require is setting the projectiles to physical (with HP), and then maybe making their hitboxes bigger. For the former, I'm planning on introducing a sort-of "spot dodge" mechanic, where you can quickly step to the side to dodge projectiles.
(If you're wondering what my opinion of Serious Sam VR is... I'm pretty alright with it, even though I won't be able to play it. I'm just making this mod because I wanted to see how well such a system would work, even if it is a completely different experience.)
[Record Date: June 17, 2016]
This is a strategy based off of a strategy Zeldafan024 found to beat Easy-mode Flandre without her even leaving the ground (which was based off of a less efficient strategy I had come up with previously (hurray strat tennis)). Due to how much more HP that Lunatic Flandre has, I don't think it's at all possible to KO her as fast as on Easy. Even if Daiyousei was in critical, the only things that would be affected are the melee attacks and hitting Flandre with the ice chunks themselves (not the resulting explosions). As well, shortly after Flandre gets to low HP, she'll jump into the air regardless of how much time she has left in the jumping attack. You'd have to do a *lot* of damage all at once right at the end, which I don't see as being possible (I've tried).
Anyways, this strat takes a new piece of information into account. Originally, it was assumed that charging for longer increased damage... but as it turns out, this isn't always the case. For instance, charging Daiyousei's charge attack *only* increases how far the ice chunk is thrown; Damage is completely unaffected.
As for why I use Daiyousei specifically... For one, she's generally the one used in my Any% runs. Cirno can *almost* do the same thing, but she has less starting RP, and thus can only do 2 Charge Attacks in one life. Secondly, Flandre is actually *weak* to water-based attacks (1.3x damage), which Daiyousei's shot and charge attacks are. Originally I used Daiyousei because she (and Cirno) has one of the best melee damage outputs in the game... but as it turns out, Flandre actually resists melee attacks (0.7x damage). Dai still has some pretty high melee damage output against Flandre, but just not as much.
If you want to see Zeldafan's strat for clearing Easy-mode Flandre as fast as possible, you can find it here:
youtube.com/watch?v=wvHtlD_XGU8
While his strat makes the assumption that you have to fully charge the charge attack for full damage... it's much more consistent than anything faster that I've tried. There is *some* way to use the Level 1 Charges to beat her *slightly* faster on Easy... but I haven't managed to get anything consistent. As a fun thing, the ice chunk explosions deal 7-8 ticks of damage over the course of the explosion... which is enough variance in damage to mean she could end up in Critical too early, or you don't deal enough damage to KO.
Oh yeah, and doing this fight in the Boss Challenge mode like this will unlock ALL of the Boss Challenge-related achivements at once, since the highest requirement is to beat a 12-star boss, and Lunatic Flandre sure is a 12-star boss.
My Twitter:
twitter.com/ryason55
My Twitch Channel:
http://www.twitch.tv/ryason55
[Record Date: August 21, 2015]
To note, with Mystia's 128 Evasion, Youmu had about an 11% chance to hit each time. Her hitting 3 times in a row was about a 0.13% chance. I don't even.
This is from one of my attempts at recording the stage shown in Part 35 of Let's Play: Genshi Ankokuden. I would've tacked this on at the end of that video, but that was in the middle of a recording set, and it would've been sorta awkward to transition to.
[Record Date: July 10, 2015]
Sorry for the delay, but I've been kinda distracted as of late. Also, I wasn't too keen on some of my commentary during this part of the recording, so I kept putting off working on it.
Missions:
-Stairway to Heaven (0:22)
[Record Date: July 10, 2015]
While I do offhandedly make reference to it, I will clarify that you do have to have beaten Youmu in Chapter 1 for this battle to appear here.
Missions:
-Youmu Konpaku's Endlessly Training Soul (0:00)
[Record Date: July 10, 2015]
Missions:
-Omen of Death (8:50)
[Record Date: July 10, 2015]
I feel I'm making a bit more fun of this expansion than I did with Quake, but I assure you it's all in endearment.
Level start times:
The Lost Mine - 0:00
Research Facility - 15:47
[Record Date: June 11, 2015]
Level start times:
Storage Facility - 0:00
Military Complex - 12:53
[Record Date: June 11, 2015]
If you *really* want to watch the original Let's Play of this, I have all of the videos of it Unlisted... But you should still be able to access them from the old playlist:
youtube.com/playlist?list=PLCB3BE8F8E2887D7F
(I'd like to say I've improved a lot since then)
By the way, using the original Quake's "Aftermath" track for the level complete music since Armagon doesn't have a proper track for that, and the one chosen (Track 8) doesn't really make sense (and it's already used in the levels).
Level start times:
Command HQ - 1:09
The Pumping Station - 7:52
[Record Date: June 11, 2015]
Also, video title may be in reference to that one "Super Monster Battle" in Final Fantasy Tactics.
Missions:
-Breaking Through Enemy Lines! (0:00)
-Breaking Through Enemy Lines! [Free Battle] (3:16)
[Record Date: June 4, 2015]
Missions:
-Great UFO War! (0:37)
[Record Date: June 4, 2015]
Fun fact: I legitimately felt light-headed after recording this part of the video. Turns out, talking for 35 minutes straight is a thing.
Missions:
[None]
[Record Date: June 4, 2015]
Also, I keep referring to the books as mangas, but that's not entirely accurate for a number of them.
Things gotten (in order shown):
Mystia Mahjong Tile Cellphone Strap
Some Mystia Can Badges
fade
幻奏演舞 幻想人形演舞MusicCollection
Genso Enbu - Gensou Ningyou Enbu Music Collection
ヨイヤミドリーマー
Yoiyami Dreamer
東方幻想乱舞 ~友情・裏切り・勝利~
Tōhō gensō ranbu ~ yūjō uragiri shōri ~
Touhou Fantasy Dance ~Friendship, Betrayal, Victory~
幻想郷トレジャーハンティングG
Gensokyo Treasure Hunting G
REQUIEM Re:miniscence ~幻葬は追憶の彼方へ~
REQUIEM Re:miniscence ~Gensō wa tsuioku no kanata e~
幻想戦略譚~Age of Ethanols III~例大祭版
Gensō senryaku Tan ~Age of Ethanols III~ Reitaisai-ban
REQUIEM Re:miniscence ~幻葬は追憶の彼方へ~ Disc Ex ~Re:st~
REQUIEM Re:miniscence ~Gensō wa tsuioku no kanata e~ Disc Ex ~Re:st~
おけなげ
Oke Nage
Tub Throw
聖のハートを奮わせろ!!
Hijiri no hāto o furuwa sero!!
やみにく
Ya miniku
Darkness Difficulty
Mystia Clock
深夜雀食堂 満漢全席
Sparrow's Midnight Dining: Complete Works
オールアバウトチェルシーサンハナナノマヂンヲブッコロサネバナラナイー
Ōru abauto cherushīsan hana nanomadji nwobukkorosane banarana ī
東方メイドイラスト集 永
Touhou Maid Illustration Collection Ei
暴歌ロイド ミスティア
Bōkaroido Misuchia
天体観測
Stargazing
すくらんぶるえっぐ
Scrambled Eggs
おしながき
Oshi nagaki
みすちーの羽の所どうなってるん!?
Misuchi no hane no tokoro dō natteru n!?
ミスティア合同誌 みすちーかわいいよみすちー
Misuchia gōdō-shi - Misuchi Kawaii yo Misuchi
とっぴんぱらり
Toppi n parari
新深夜雀食堂
New Sparrow's Midnight Dining
GhostPanic!!
鳥獣伎楽 ヤマビコはひとりじゃ響かない
Choujuu Kigaku - Yamabiko wa hitori ja hibikanai
みすらぶ
Misurabu
ミスチート・リ・グール
Misuchi to riguoru
イノリノウタ
Inorinouta
東方 夢と希望の ぉぱんつ合同。
Tōhō yumetokibō no opantsu gōdō.
ルーミア★はいてない
Rumia ★ Haitenai
Touhou Birds Clear File
My streaming channel:
http://www.twitch.tv/ryason55/profile
My Twitter:
twitter.com/ryason55
While I wasn't originally intending it, I somehow managed to tack on a whole glitch exhibition at the end instead of simply re-recording the ending like I had set out to do.
Now, that one, uh, "Deathmatch resource list" glitch, I actually found when I was a kid. See, I was the one kid who didn't have internet, and occasionally, I would just run around in Deathmatch mode for kicks. Of course, one day while doing this, I got bored, and immediately loaded a save to continue where I left off... which, uh, yeah. I've never seen the bug posted anywhere else, so I figured I'd show it off here.
Also, shoutouts to audio splicing.
[Record Date: March 2, 2015 + April 20, 2015]
[Record Date: March 2, 2015]
[Record Date: March 2, 2015]
[Record Date: March 2, 2015]
[Record Date: March 2, 2015]
Any references to the video being "high quality" are nullified by the fact that I downscaled it to 480p. Even then, the video still ended up being 1.64 GB. I don't think I'd want it to be anything higher than that, since these are kinda supposed to be a minor thing.
Also, sorry for the lack of LP videos in the last 2 months. My standards for commentary keep rising while my ability to fill those standards has kinda dropped. Like, even for this video, I was almost considering trashing it. Basically, I like to sound like I know what I'm saying/doing, and have things to say in any given situation... but uh, that doesn't happen half the time. I mean, I have some standard things that I say, but those can get old after a while. I do have a set of Quake videos recorded at the moment... but they're "okay-ish" at best, especially since one of the levels was completely blind and I ended up being lost forever. I'm convinced I can do better, but half the time I don't actually feel like recording, as I'm afraid that I'll "fail", thus throwing off my mood for the rest of the day. Really, it shouldn't be hard, but perfectionism is a bitch.
Things gotten (in order shown):
Choujuu Gigaku Tote Bag
幻走スカイドリフト (Trial)
Fantasy Sky Drift
東方タクティクス
Touhou Tactics
幻想人形演舞
Fantasy Puppet Dance Performance
東方ぱねたま
Touhou Panel Jewel
東方斑桜
Touhou Imperfect Cherry Blossom
ぬえのビッグバーン大作戦
Nue's Operation BigBurn
ハミングみすちん
Hamingu misu-chin
TRICK TRICK
みすちーのおいしい部位トコロ
Misuchi no oishii bui tokoro
OVERDOING
何かがおかしいです。
Nani ka ga okashii desu.
幻想詠歌集 永歌
Gensō ei kashū nagauta
もてすぎだよ!!みすちー!
Motesugi da yo!! Misuchi!!
こうしてニ入は 友達になった
Kōshite ni iri wa tomodachi ni natta
終日羽禁。
Shūjitsu hane kin.
Trick or Heart
cafe・mystia
3 Mystia Tapestries
My streaming channel:
http://www.twitch.tv/ryason55/profile
My Twitter:
twitter.com/ryason55
So yeah, Deathmatch on a bunch of the Serious Fantasy Legends maps. The catch is, there's only 1 minute per round! There was a prize for the person who won the most rounds, but I really wasn't interested in that.
We did play through *all* of the SFL maps, but I cut it down to my best 15. To note, there are about 73 different SFL maps. Yeah... despite what the video may imply, I really didn't do that well overall. ^^;
Also, not using Mystia for once in my life. Recently put out a few new player models on the workshop, and I decided to get some use out of them. As well, I'm sick of the "gib respawn" bug constantly plaguing my Touhou models (Croteam please; it's been a year), so I wanted to use models that died more normally. It still comes up a few times (since the bug affects gibbed clients), but not nearly as often.
(The video was going to be 16 maps, but then the dumbest possible song got ID matched, and I wasn't having any of that.)
Serious Fantasy Legends mod:
http://forums.seriouszone.com/showthread.php?t=65164
http://steamcommunity.com/sharedfiles/filedetails/?id=114119837
R.O.B. player model:
http://steamcommunity.com/sharedfiles/filedetails/?id=390156264
Fighting Alloy Team player models:
http://steamcommunity.com/sharedfiles/filedetails/?id=393426793
Info on the "Seven Different Kinds of Smoke" Group (who hosted these matches):
http://steamcommunity.com/groups/7SMOKE
[Record Date: February 20, 2015]
This was played in Splitscreen, with Player 1 using a Keyboard and Mouse, while Player 2 was using a Controller. Despite using an Animated Camera for the camera, the game still decided to split the screens itself, so I ended up with two screens showing my already split playing field. I cropped this out in the video, leaving only the one screen shown.
No promises on anything coming out of this; This was mainly a test to see how well I could manipulate sprite-like things with the engine. The main problem is that I'd want this to work online (so that splitscreen isn't an issue), but there's a lot of things I'd have to sync which I may not be able to, and it may just end up being completely unplayable for clients because of latency.
Oh, and for the unaware, this is based off the gameplay of the 9th Touhou game, "Phantasmagoria of Flower View":
http://en.touhouwiki.net/wiki/Phantasmagoria_of_Flower_View
Okay, so here's an example of the most arbitrarily hard-coded thing. If you're using the "Red" blood setting, perform either the Secondary or Tertiary Sledgehammer attacks, the attack does not cause the enemy to gib, and the enemy weighs 250 units or less, the enemy will always produce blood splatter. This is most noticable on Kleers and Spiders. However, you generally don't see this because those enemies normally die and gib when hit with the Sledgehammer. If you turn up the enemy strength, this becomes much more apparent. This can happen naturally if you manage to perform the Sledgehammer's unprepared secondary attack on one of these enemies, because that attack inexplicably does much less damage.
This doesn't happen to enemies like Khnums because they simply weigh too much. There is no option for this in the editor; If the enemy weighs more than 250 units, it just won't produce splatter. What even is this hard-coding.
[Record Date: February 10, 2015]
Missions:
-Go Back to Heaven! (1:47)
-Desperation of the Small-Fry (17:41)
[Record Date: December 9, 2014]
Do note the record date. This was more of an extra video I decided to withhold until I (re)recorded more important things. Things will be better(?) explained in the next video.
New Free Battles: 2
Free Start Times: 6:07, 12:14
[Record Date: February 15, 2014]
[Record Date: October 14, 2014]
[Record Date: October 14, 2014]
Also, I has Twitter:
twitter.com/ryason55
Things gotten (in order shown):
みすちーかわいい!
Misty Kawaii!
夜雀食堂~赤ウィンナーとたまご焼き~
ローレライの営業日誌 volume.1
Mystia Lorelei's Daily Report - Volume 1
ペーパーチルノとフシギな箱
Paper Cirno and the Mysterious Box
Night Bird III
何かがおかしいです。プレビュー版
Mystia Card Sleeves
Mystia Dakimakura
Mystia Mousepad
[Record Date: October 31, 2014]
[Record Date: October 14, 2014]
I think I have some ideas on how I could re-balance Area 2 (fixing the switch problem, making the shortcut not op, etc)... but honestly, I haven't touched this thing in years, and nobody else is going to play this anyways (one would hope).
Annoyingly enough, the Fraps FPS counter got captured between screen transitions. While I'm not happy with it showing up, it happens *every* screen transition (as in, every death), so editing it out would be ridiculously tedious.
[Record Date: October 14, 2014]
Also, sorry for never updating anything here ever. Turns out, motivation issues and perfectionism don't go well together. I have been doing some streams lately, so if you were wanting to see some newer stuff from me, you might want to check in there:
http://www.twitch.tv/ryason55/profile
Things gotten (in order shown):
Mystia Cushion
http://i126.photobucket.com/albums/p120/Ryason55/C86_Stuff.jpg
Super Marisa World
ですとら!ですのや式東方遊戯音楽集
Desutora!
さけのさかなのうた
Sake No Sakana No Uta
MarisaLa
GHost94
Super Marisa World (novel version)
不思議な月の夜のとばり
Tobari and the Night of the Curious Moon
BAQUAR-TETRAGON
幻想郷トレジャーハンティング 豪族パッチ
Gensokyo Treasure Hunting - Gōzoku Patch
(This was the one CD I was unsure about. Turns out, he wasn't able to get "Touhou Panel Ball". At least that would've only been a trial version.)
幻想探索 にとろいど!
Fantasy Explorer Nitroid!
魔理沙と6つのキノコORIGINAL SOUNDTRACK
Marisa and the 6 Mushrooms OST
さとりのアトリエ - アリスVSブラック人形帝国
Atelier Satori -Alice VS Black Doll Empire-
パズルフォトグラファー
Puzzle Photographer
VANISHED MAIDEN
東方降魔叫
アリパチエ in Wonderworld
AliPatchy in Wonderworld
秘封ぼうえんきょう
Secret Seal Telescope
東方紅輝心
Touhou Koukishin
Touhou Bright Crimson Heart
BLACK BLACK BLACK
ルーミアが死んだ件。
Rumia ga shin da ken.
蛍雀の宴HappinessWaltz
Banquet of Firefly-Sparrow: HappinessWaltz
〇〇お受けします
Reirei O Uke Shi Masu
〇〇お届けします
Reirei O Todoke Shi Masu
〇〇お預けします
Reirei O Azuke Shi Masu
友情パワー
Yuujo Power
[Record Date: September 23, 2014]
Work in progress update for the NPC Partner mod. Adds a few new features, such as support for multiple NPCs, arranging the NPCs into different formations, and the NPCs being able to use multiple weapons. Also fixed the bug where NPCs would stop firing for a short period after killing an enemy.
By the way, the Laser gun they're using in the level is essentially a stand-in for the Minigun. It may or may not be replaced with an actual Minigun in the full release, depending on whether or not I can find a way to properly emulate the thing.
While the update isn't out yet, here's where you can find the mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=240490010
[Record Date: August 24, 2014]
So, we found another game-breaker. Turns out, if you're right next to a wall, and you fire the Rocket Launcher at the wall at a certain range of upwards angles, you will receive a *massive* upwards boost that launches you high into the air under normal conditions. It's the most ass-backwards Rocket Jump you've ever seen. Shoutouts to Sly7745, who discovered this initially. He calls it "Rocket Boosting"... but really, not everything needs to be called a boost. I prefer "Rocket Launching".
Anyways, the main problem with this is fall damage. Performing a full-height Rocket Launch and landing on any height near where you started will kill you instantly, even on Tourist with 200 HP. Fortunately, there is a way to prevent this: Walking Support. If the Walking Support on your model is able to grab on to a flat plane on your way up, you will stick to that plane and drop all your momentum. I'll just call this a "(Walking) Support Cling". Note that Walking Support is calculated every frame, so if you're running the game at a low FPS, this becomes much less reliable. As well, it seems that your Walking Support will *also* prevent Rocket Launches from a standing position if your FPS is too high (greater than 60). To counteract this, use the console command "gfx_iMaxFPSActive=60" to set your max FPS to 60 (it's 10000 by default, in case you ever want to set it back).
Rocket Launching is made easier in Tourist difficulty, simply by the fact that Tourist nulls self-damage, and guess what, rockets explode. Of course, in theory, with enough HP and armor, this should be possible on other difficulties... it's just that you'll have to *nail* all three launches without failing. A cold run of the level (with the HP/Armor you start with) is, however, impossible to do this fast.
For reference, this route essentially cuts out the entire level. On top of what the old route skipped, this also skips the underground segment, the trip required to get up onto the walls near the start, and going around the wall at the end. To note, the latter has been made incredibly unreliable to do since the Christmas Update (which fixed some things with Sandwhale), so Rocket Launching was a welcome addition. The old route took about 3 minutes, while this route takes about a third of that. This is also now the only level you can complete in under a minute under normal conditions. You also never encounter a single enemy. The only way you could possibly obtain score on the route is if Sandwhale kills the sleeping Biomech Minors underground.
[Record Date: August 22, 2014]
For the record, Reitaisai 10 was about a year and 2 months ago. As such, the things seen in this trial are very much subject to change. For instance, I've seen in more recent PVs that the HUD has a completely different design. The one in this trial is mostly residual from the previous game.
... Yeah, I call it "Bright Crimson Heart" in the video. That was recorded before I threw the name at a thesaurus to find a better-sounding name. For reference, the original japanese name is "東方紅輝心".
[Record Date: August 8, 2014]
Players:
P1 - LegendOfShadow
P2 - Josefino88
P3 - Ryason55
[Record Date: June 13, 2014]
Zeldafan's Statistics: For the cut section at 21:26, I game over 1 time, and gain 1 life through score. For the cut section at 24:47, I game over 2 times, and gain 4 lives through score. I mention these in particular (and only for me) since I max out my gained score by the end of that level.
Players:
P1 - LegendOfShadow
P2 - Josefino88
P3 - Ryason55
[Record Date: June 13, 2014]
For the sake of Zeldafan's death counter/general statistics, during the cut section at 6:46, there were no game overs, and both Legend and Jose gained 1 life each through score.
Players:
P1 - LegendOfShadow
P2 - Josefino88
P3 - Ryason55
[Record Date: June 13, 2014]
Note that this was recorded a few days after the previous recording session... so I still don't know what I'm talking about when it comes to the story. Also, this was streamed live on Jose's twitch channel, so we do some talking with people who were in the chat at the time.
Players:
P1 - LegendOfShadow
P2 - Josefino88
P3 - Ryason55
[Record Date: June 13, 2014]
Not too particularly happy with the commentary here, but it's what we have recorded, and fudge re-recording.
Also, rip tracking deaths manually. While I was thinking of leaving everything in... I know that in the later levels, I am *definitely* going to be editing things out, so why limit myself now. At the very least, the game does count each death as -10 to the player's score at the end of each level.
On an unrelated note, how about that Twitter account that I may use at some point in my life:
twitter.com/ryason55
Players:
P1 - LegendOfShadow
P2 - Josefino88
P3 - Ryason55
[Record Date: June 7, 2014]
If anyone's wants to attempt reading into the story, go nuts:
http://www.desunoya.sakura.ne.jp/product/urapani/html/story.html
(It's all in an image, which is why I haven't tried translating it)
Players:
P1 - LegendOfShadow
P2 - Josefino88
P3 - Ryason55
[Record Date: June 7, 2014]


