Woryurs of Woberyun High Score Challenge

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Meowskivich
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Post by Meowskivich »

I deed it! I got 4 points in extreme.

edit: got 5 just now, and I shall try to get better scores still!

further edit: I got 9 points in simple
Last edited by Meowskivich on Sat Jan 26, 2013 9:38 pm, edited 2 times in total.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Bob the Hamster
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Post by Bob the Hamster »

Good lord! This game is brutal!

On my very first play on "Simple", I died so fast that I couldn't even see the play field. I thought I had found a bug that kicked me back to the title screen instead of starting the level.

After almost 20 minutes of solid play, here are my high scores:

Simple: 0
Easy: 0
Medium: 0
Hard: 3
Challenging: 1
Extreme: 0

I definitely had the most fund with Hard mode.

My biggest feature request (other than easier difficulty ratings for crusty codgers like me) would be if it could remember what difficulty you played last, and have that one selected by default next time. I played a whole lot of "Simple" that I had not intended to because I was too quick with the spacebar.

TMC: I ran into the same nightly build bug with Menus that you saw, but I didn't fix it because you sounded like you already knew what was wrong. If not, let me know, and I will dig into it.
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Willy Elektrix
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Post by Willy Elektrix »

I just updated my own score. I got a 4 on Extreme mode. I haven't caught up with Meowskivich yet though.

Keep the scores coming! Mutant beasts are overrunning Woberyun!
Bob the Hamster wrote:My biggest feature request (other than easier difficulty ratings for crusty codgers like me) would be if it could remember what difficulty you played last, and have that one selected by default next time. I played a whole lot of "Simple" that I had not intended to because I was too quick with the spacebar.
That's a great idea. I'll implement that on the next revision of the game.
TheCube wrote:I cannot get a single point in any of the modes in this game. No, wait, I got 1 point in Challenging, and then I died. It's just too damned fast for my brain, apparently.
Bob the Hamster wrote:Good lord! This game is brutal!

On my very first play on "Simple", I died so fast that I couldn't even see the play field. I thought I had found a bug that kicked me back to the title screen instead of starting the level.
Mission accomplished.
Last edited by Willy Elektrix on Sun Jan 27, 2013 4:32 am, edited 2 times in total.
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Post by TMC »

Bob the Hamster wrote:On my very first play on "Simple", I died so fast that I couldn't even see the play field. I thought I had found a bug that kicked me back to the title screen instead of starting the level.
That sounds just like what I saw as a result of the bug deleting the last menu. (Fix committed to SVN.)

An actual bug: the enemy frequently starts off right next to you on Challenging if you take a while to press enter/space after selecting the game mode.

I don't really understand how releasing enemies works in Hard mode. Apparently after you pick up a weapon the next one may be released, depending on where you're standing?

And yes, I would really like it to remember the last game mode too. I played way too much Simple as a result.

The luck I refer to is whether an enemy chooses to step towards you or away from you, especially when it's next to a corner. In Challenging this is basically the main thing that determines whether I will defeat it or not.

Simple: 12
Easy: 9
Hard: 11

I don't know how to rank the difficulty of the game modes. Switching to another game mode after become comfortable with one suddenly completely changes things. The game is waaaay easier for me now. I suggest other people practice dealing with a single enemy at a time on Hard, and then switch to Easy. Or practice moving at a high speed on Challenging before trying Simple.
Last edited by TMC on Sun Jan 27, 2013 6:28 am, edited 1 time in total.
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Willy Elektrix
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Post by Willy Elektrix »

I updated my own score. I got 6 on Challenging.
TMC wrote:An actual bug: the enemy frequently starts off right next to you on Challenging if you take a while to press enter/space after selecting the game mode.
I'm not sure I understand. I tried to duplicate this, but wasn't able to figure out what you mean. Please explain and I'll make sure to fix it.
TMC wrote:I don't really understand how releasing enemies works in Hard mode. Apparently after you pick up a weapon the next one may be released, depending on where you're standing?
When you pick up a weapon, the next monster is released. The monster released is determined randomly.
TMC wrote:I don't know how to rank the difficulty of the game modes. Switching to another game mode after become comfortable with one suddenly completely changes things. The game is waaaay easier for me now. I suggest other people practice dealing with a single enemy at a time on Hard, and then switch to Easy. Or practice moving at a high speed on Challenging before trying Simple.
This is great advice. The game isn't very difficult once you determine some patterns and get the hang of moving quickly.

Certainly the enemies semi-random movement patterns makes some deaths inevitable, but on many modes, it's possible to play for a quite a long time. For instance, I believe that I could play the first 2 modes infinitely if I didn't eventually become fatigued and careless.
Last edited by Willy Elektrix on Sun Jan 27, 2013 6:48 pm, edited 1 time in total.
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FnrrfYgmSchnish
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Post by FnrrfYgmSchnish »

I've now managed 7 points on Hard!

I think the problem I was having before is that I was freaking out about the fact that there were 3 monsters and they were all that fast, and I didn't notice that only one of them came after you right away. Whoops!

EDIT: Also got 7 on Easy just now, and 9 on Medium.
Last edited by FnrrfYgmSchnish on Sun Jan 27, 2013 10:11 pm, edited 2 times in total.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
TMC
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Post by TMC »

Willy Elektrix wrote:I'm not sure I understand. I tried to duplicate this, but wasn't able to figure out what you mean. Please explain and I'll make sure to fix it.
It appears to be another bug in nightlies. Well, that explains why there is that delay in the first place. Looking into it.

EDIT: I just realised that Dreg Sector and Woryurs of Woberyun use Zenzizenzic. Is there any reason you're not using Alectormancy?
However, this is a difference introduced in nightlies since Alectormancy.

EDIT2: OK, fixed. This is actually caused by my fix for the first menu bug, which I stuffed up.

EDIT3: This does get pretty addictive once you get better at it.
Easy: 12
Medium: 19
Extreme: 6

Another one: Medium is also good practice for Simple, which is just an easier version of Extreme.
Last edited by TMC on Mon Jan 28, 2013 2:07 pm, edited 3 times in total.
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Willy Elektrix
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Post by Willy Elektrix »

TMC: Great scores! I'll need get serious about playing so I can snatch my rankings back.
TMC wrote:EDIT: I just realised that Dreg Sector and Woryurs of Woberyun use Zenzizenzic. Is there any reason you're not using Alectormancy?
I don't use Alectormancy because I'm still working on Dreg Sector which was started in Zenzizenzic. I don't ever update until I believe I'm completely done with a project. Once I've made enough revisions to Dreg Sectory and Woryurs, I'll update.
Last edited by Willy Elektrix on Tue Jan 29, 2013 1:05 am, edited 1 time in total.
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Willy Elektrix
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Post by Willy Elektrix »

Updating my own score: Medium 30.
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Post by Willy Elektrix »

I made some new scores while testing the new version.

Medium - 51
Challenging - 7
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Bob the Hamster
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Post by Bob the Hamster »

Wow!

What are the changes in the new version?
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Willy Elektrix
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Post by Willy Elektrix »

Bob the Hamster wrote:Wow!

What are the changes in the new version?
I made it so the same mode instantly restarts after you die. This makes it so you can quickly replay the same mode over and over again.

Unfortunately, I just found an irritating bug. It happens if you interact with 2 NPCs at the same time, for instance 2 enemies touch you simultaneously. It will run the script to to clear the score and start another game. Then when that script is done, the second NPC script runs. The result is that the death message double triggers.

I think I'm going to have to remove the feature I just added to get rid of the bug. I've been messing with it for a day or so now.
Last edited by Willy Elektrix on Sun Mar 17, 2013 9:25 pm, edited 2 times in total.
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Post by TMC »

Ah,s o you agree that Medium is one of the easiest modes! At least I still have one remaining high score.

Yes, if you touch two NPCs at once and they each have different on-use scripts, then both scripts will be triggered at once. A bit regrettable. You can work around it by putting checks in your scripts to prevent one script from running if the other already has. If you need help, post your scripts.
Last edited by TMC on Mon Mar 18, 2013 3:37 am, edited 1 time in total.
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Willy Elektrix
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Post by Willy Elektrix »

This is triggered when you touch one of monsters. A similar script called "monster2" or "monster 3" is triggered when you touch another of the monsters. How can I implement a check so it doesn't run if another script is running?

Code: Select all

plotscript, monster1, begin
if (check tag (2) == on) then (
play sound (3, false, true)
set tag (5, on)
increment (score,1)
$0=""
append number(0, score)
show string at(0, 122, 145) 
)
else (
suspend player
suspend npcs
show text box (3)
wait for text box
score := 0
show no value
run script by id (@restart)
)
end
Last edited by Willy Elektrix on Mon Mar 18, 2013 11:34 pm, edited 1 time in total.
TMC
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Post by TMC »

This is quite tricky because the state of the game after the script is the same as the state before. I think ideally we would have a general bitset or a "stop other triggered scripts" command for this.

What I would do is to have a short period of immunity at the beginning of the game, just one or two ticks.

Code: Select all

global variable (1, is immune)

plotscript, monster1, begin
  if (is immune) then (exit script)
  # rest of script follows...
end

script, end immunity, begin
  is immune := false
end

script, restart, begin
  # ...rest of script; add this to the end:
  is immune := true
  # this triggers the end immunity script after one tick
  set timer(0, 0, 1, @end immunity)
  # if you want to wait X ticks, use set timer(0, X -- 1, 1, @end immunity)
end
BTW, writing "run script by id (@restart)" is identical to just "restart"
Last edited by TMC on Tue Mar 19, 2013 1:04 am, edited 1 time in total.
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