Yeah, big algorithms are really just if you want to micro manage and have something against using a list. If you want a growth pattern to look like +5 > +7 > +4 > +5 > +9 > +3... you could theoretically do that without referencing a list. I have no idea what that equation would look like and it would surely take a lot of terms, but it could be done. I probably shouldn't have brought that up here and just left it at the more basic "if it gets too complicated it isn't worth it" it just made things a bit more confusing.
Each character has a unique plot so the game expects you to play and beat it 3 times, with each save file intact so it can link back together into the final ending after clearing all 3 characters. So we aren't asking you to backtrack so much as asking you to do something sooner than you normally would.
They can calculate, very well actually. Those statements were the idea of those specific techniques, not limitations on the whole thing. Also an algorithm is by definition calculating something. The point I was getting at in the first option was that it is independent of what the stat used to be. So if my formula was "maxhp = 200 + level * 15" I could say that at level 27 my health will be 605. I don't need to go through the list and figure out what each level boost was, just plug and chug. It turns out that this will give you 15 hp every level but you can make them more complicated. Maybe grinding is important to the design and you really don't want people getting through places too early. Then you could do something like "maxhp = 50 + level^2" then your hp would go up at an increasing rate each level.
If a game just uses an algorithm or table for natural stats then it will need to keep track of the number of boosting items you have used and add that in after it calculates/looks up what the natural stats are. If you use an updating number to track natural stats instead, then you can just update that number for the items as well.
Spoiler: Breath of Fire 3 This is largely just because this was among the first games I've played, but Myria just has special place for me here. She is just so calm and caring through so much of the story but you slowly realize that she is too overbearing in her attempt to care for you and have to fight back. Having not played any game with deicide, the very concept of this fight rattled me. I mean as like a 6 year old, you try telling her that you have to fight her because she is overprotective. And then... I still can't beat her without cheesing it in some way or another. I'll need to think more about one that goes beyond nostalgia.
Fourty-two
If you truly don't joke the statement doesn't actually say that you have joked. You might want us to think that you don't joke because you want us to know the truth about you not joking. Since it is just an implication and not an actual statement the paradox doesn't really work.
group hug?
All your win are belong to us? Nope, I lagged. And probably wasn't going to get it anyway.
Yeah, it just sounds like the emulator is struggling with hit-box detection. Terra is slow so it isn't that uncommon for enemies to end up dodging him, but that should be like 20% of the time if your luck is terrible, not 99% of the time. You could try Ven as he controls most closely to Sora, but I don't think it is an issue of practice.
What that box says doesn't actually mean anything from a coding view. With proper tools and knowledge of the code I could say that your HP went up by "squirrel" every level. In fact numbers can't be directly displayed, they need to be converted to text first. That blank spot is most likely because the process they put in to do that conversion didn't know how to handle negative numbers, or was designed to produce an empty string if less than one. If the level was supposed to be +5, yes. Again we don't know how or why the number was changed. If the program inserted a negative without the coders intent it could have changed the value too (Be glad you aren't seeing something like -255). If it was on purpose, it could be slapping a negative on the old value, or it could have been redefined to best suit the purpose. I simply can't tell you. If they were aware of it and it didn't risk breaking something else, sure.[DOUBLEPOST=1403978821][/DOUBLEPOST] EDIT: Actually I guess that depends on what you consider "fixed" you would just be messing up two levels so that once you have both "bugs" it cancels and you are back to normal.
inb4postistooshorttocount
Why stop there? Watch every thread. Ever.
I currently have zero votes, which means nobody thinks I'm insane. But Organization 13 are nobodies, so clearly I would have their support. And with their 13 (14?) votes I'm clearly winning right now.
I very much enjoy seeing cosplays at cons, but I've yet to do it myself. Mostly because since it is expensive and/or time consuming I've filed it as a "go big or go home" type deal. Doesn't help that what I really want as my first would be Alphonse Elric. I've heard that armor craft is one of the hardest types of cosplay, so yeah tutorials and help out the wazoo if I ever get around to it.
There are few pretty basic ways I know of to track stats like this (there are really countless ways to go about it, but lets keep it simple). First is an algorithm. The game just uses an equation to find out what the stat should be, ignoring what the level used to be. (e.g. "maxhp = basehp + lv*5") It doesn't know or care what your HP used to be, it will just resolve at each level. You could actually force this to work every time but depending on what you want the stats to be this can become very complex or even more space intensive than the alternatives. Second is a table look up. The game doesn't do any calculations on the fly, it will just look up on a preloaded list what any given stat is at level x. (e.g. At level 40 maxhp = 422) Straight forward, but pretty space consuming. Third is updating a value each level based on something else. (e.g. maxhp = lastmaxhp + levelfactor) This level factor could be from a table look up, from another algorithm, or really anything if they thought it made sense. My best guess is that they used the third option of altering stats based on a table, and characters can share a table for any given stat. So somehow the table for this growth pattern of HP ended up with a negative 5 in it at level 41. It could be a slip of the finger while programming, a large number of possible errors that could change the previously correct error, or as brought up before this could be a minor to prevent a bigger error (like if that stat gets too big it could overflow out of the space given to it and cause the game to crash). As for why we can't just pop in a copy of the game and take a look at the code, there is a difference between source code and compiled code. In this generation of gaming the common practice is to write in a programming language (source code), compile it into machine language (compiled code), and then usually have the machine language converted into assembly language (human readable, but very rudamentary) so that somebody can optimize the code and then convert that back into machine language. So what we see can't even be directly converted back to the source code due to the changes (even if there was a good way to do that anyway), and trying to track the effects of assembly language into the final product is a nightmare.
Yeah, all video editors are prone to errors due to being resource heavy. And WMM gets it worse than most. You should be saving a lot in there.
Thousand Foot Krutch ~ Let The Sparks Fly (Acoustic)
Great, I'm behind on submitting my billing at work so I won't have money for this. Though I guess most of what I'm interested in I got during the winter sale, so I doubt I'll see much that I'll be clawing to get at anyway.