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#randomizer

rubinho146
:kekW:
pegperegogaucho
Why do i hear crates braking?
schmeling65
something im wondering if it is fixable.
adrientd
The fix is to not randomize them :KEKW:
schmeling65
better: how is it even happening?
adrientd
It will be long to explain, but the game marks positions of some stuff such as bonuses (helmets) and stacks of crates through so called "beacons". Though the game also has to save the state of such beacons (if it is collected, how many crates got destroyed etc.) Hence each beacon is associated to 1 or more bits in a bit buffer which is used to store the state of the beacons, by having an index in that bit buffer. Bonuses such as helmets only need 1 bit, to store whether it got taken (1) or not (0). Each each stack of crates require 7 bits I believe (3 for number of remaining crates, 4 for which contents got spawned).
adrientd
Remember the video Spork once sent where when he collects a helemt, the crate spawns, and when the crate is destroyed, the helmet reappears. In fact this is because the bit of the helmet is at the same location of the first bit of the crate's bits. So, when you collect the helmet, that bit goes from 0 to 1, but then the stack of crate thinks it now has one crate reamining, so the crate reappers.
adrientd
And when you destroy the crate, the bits goes from 1 to 0, and the helmet now becomes "not collected" and the game respawns it.
pegperegogaucho
pegperegogaucho
It will be fixed in the final, public version
adrientd
👍
pegperegogaucho
Download SPOILER_R12.mp4:



adrientd
Asterix: Hi... Merchant: NOPE:MerchantGreedy:
schmeling65
understandable. Like a little switch you *could* abuse as a mechanic for something, but still very annoying as it kinda breaks the logic of the game creating endless stuff out of nothing But its great when its actually fixable somehow (somehow it interessts me how it works that you fix it)
schmeling65
"Hi, I'd like to" "Thx for your money you couldn't spend, see you next time :MerchantGreedy: "
pegperegogaucho
Asterix forgot to put on his mask so the merchant didn't want to serve him
pegperegogaucho
I believe I have fixed it already actually :Pauselix: I will have to do some other further testing to verfiy that it actually works
bot_fella
stores during the pandemic were like:
pegperegogaucho
In the final version of the randomozer, all enemy types can appear in any level. What should the percentages of appearance for each enemy type be? (i.e. 50% chance of lion appearing means you encounter them 50% of the time) the enemy types are: ``` Big Centurion Small Centurion Legionnaire Hidden Legionnaire Big Legionnaire Diver Tall Legionnaire Pirate Captain Norman Norman Chief Donut Turtle Pyramid Turtle Square Turtle Triangular Turtle Gladiator Jumper Lion Pusher Archer Tower ``` Leave suggestions below! :pepegeHmm:
lepidopterus
I think you should divide 100 between the amount of enemies available and give each that value