konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Jul 23, 2016 7:16:04 GMT
So I was poking around in Amun Rising's .lvl files when I realised something peculiar. Contrary to what it seems, Invasion of The Hyskos' speed isn't even set close to the fastest level in the game.
Stage 12-9:
spawnStreak = 80
// Win Condition (collapses and board clear) winCondition = 580
// Vise Groups viseGroupCount = 30
// Vise Speed viseMaxSpeed = 600.0 viseMidMaxSpeed = 90.0 viseMidMinSpeed = 90.0 viseMinSpeed = 6.0
// Path Distances viseSpawnDistance_1 = 0.57 midStartDistance_1 = 0.21 midEndDistance_1 = 0.63 viseSpawnDistance_2 = 0.57 midStartDistance_2 = 0.21 midEndDistance_2 = 0.63
Stage 14-4:
spawnStreak = 10
// Win Condition (collapses and board clear) winCondition = 600
// Vise Groups viseGroupCount = 35
// Vise Speed viseMaxSpeed = 600.0 viseMidMaxSpeed = 95.0 viseMidMinSpeed = 95.0 viseMinSpeed = 8.0
// Path Distances viseSpawnDistance_1 = 0.55 midStartDistance_1 = 0.21 midEndDistance_1 = 0.63 viseSpawnDistance_2 = 0.55 midStartDistance_2 = 0.21 midEndDistance_2 = 0.63
Pay attention to the variable named "viseMidMaxSpeed" and "viseMidMinSpeed". This sets the number speed the spheres move in the level when not in spawn or danger. It's actually set to 95, which is SLOWER than most levels in Stage 10 to 12, which set this variable from 100 to 135. (eg. Stage 11-5, Pharaoh's War Crown set it at 135) However, this is because double paths levels set their speed lower than single path levels. (Stage 14-4 has the fastest set speed for a double path level). But still, it's worth noting that although Invasion of The Hyskos is the fastest double path level (faster than Arma Megiddo even), it's not the fastest overall level by a long shot.
So other than path design, what variables makes Invasion of The Hyskos that hard then if speed isn't the key factor? Look at the variable labelled "spawnStreak" in Stage 14-4. It's set to 10. That's actually the lowest in the entire game. (most are 70-80) I think this variable controls colour algorithm which is why it's harder to chain and clear spheres in Stage 14-4.
However I feel the main reason for Invasion of The Hyskos' difficulty is this line: viseMinSpeed = 8.0 Only Stage 14-4 and Stage 14-5 set this variable to 8.0. (most set it to 6) This variable controls how slow the sphere train goes when nearing the pyramid. By setting it that high, meaning the spheres do not slow down much and having a nasty inaccessible danger zone due to its design, this is a nasty piece of code.
So basically, the reason Invasion of The Hyskos is such a tricky level isn't solely because of speed. A large number of factors (spawn points, danger speed, path design, algorithm) are cunningly well designed is the reason it is such a tricky level.
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Deleted
Deleted Member
Gems: 0
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Post by Deleted on Jul 23, 2016 7:42:56 GMT
So I was poking around in Amun Rising's .lvl files when I realised something peculiar. Contrary to what it seems, Invasion of The Hyskos' speed isn't even set close to the fastest level in the game. Stage 12-9: spawnStreak = 80
// Win Condition (collapses and board clear) winCondition = 580
// Vise Groups viseGroupCount = 30
// Vise Speed viseMaxSpeed = 600.0 viseMidMaxSpeed = 90.0 viseMidMinSpeed = 90.0 viseMinSpeed = 6.0
// Path Distances viseSpawnDistance_1 = 0.57 midStartDistance_1 = 0.21 midEndDistance_1 = 0.63 viseSpawnDistance_2 = 0.57 midStartDistance_2 = 0.21 midEndDistance_2 = 0.63
Stage 14-4: spawnStreak = 10
// Win Condition (collapses and board clear) winCondition = 600
// Vise Groups viseGroupCount = 35
// Vise Speed viseMaxSpeed = 600.0 viseMidMaxSpeed = 95.0 viseMidMinSpeed = 95.0 viseMinSpeed = 8.0
// Path Distances viseSpawnDistance_1 = 0.55 midStartDistance_1 = 0.21 midEndDistance_1 = 0.63 viseSpawnDistance_2 = 0.55 midStartDistance_2 = 0.21 midEndDistance_2 = 0.63
Pay attention to the variable named "viseMidMaxSpeed" and "viseMidMinSpeed". This sets the number speed the spheres move in the level when not in spawn or danger. It's actually set to 95, which is SLOWER than most levels in Stage 10 to 12, which set this variable from 100 to 135. (eg. Stage 11-5, Pharaoh's War Crown set it at 135) However, this is because double paths levels set their speed lower than single path levels. (Stage 14-4 has the fastest set speed for a double path level). But still, it's worth noting that although Invasion of The Hyskos is the fastest double path level (faster than Arma Megiddo even), it's not the fastest overall level by a long shot. So other than path design, what variables makes Invasion of The Hyskos that hard then if speed isn't the key factor? Look at the variable labelled "spawnStreak" in Stage 14-4. It's set to 10. That's actually the lowest in the entire game. (most are 70-80) I think this variable controls colour algorithm which is why it's harder to chain and clear spheres in Stage 14-4. However I feel the main reason for Invasion of The Hyskos' difficulty is this line: viseMinSpeed = 8.0 Only Stage 14-4 and Stage 14-5 set this variable to 8.0. (most set it to 6) This variable controls how slow the sphere train goes when nearing the pyramid. By setting it that high, meaning the spheres do not slow down much and having a nasty inaccessible danger zone due to its design, this is a nasty piece of code. So basically, the reason Invasion of The Hyskos is such a tricky level isn't solely because of speed. A large number of factors (spawn points, danger speed, path design, algorithm) are cunningly well designed is the reason it is such a tricky level. I tested that konisbored, in Luxor 1 and Luxor AR, the spawnstreak means the coin spawn chance, but in Luxor 2, Luxors HD and Luxor Evolved that means the "colorspawnstreak", as in Luxor 3... Also, the range of spawnstreak is 0-1000 (0%-100.0%), so spawnstreak in stage 14-4 is 1.0%, IDK how it's possible to beat that level in HD version on Expert...
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konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Jul 23, 2016 7:47:31 GMT
So I was poking around in Amun Rising's .lvl files when I realised something peculiar. Contrary to what it seems, Invasion of The Hyskos' speed isn't even set close to the fastest level in the game. Stage 12-9: spawnStreak = 80
// Win Condition (collapses and board clear) winCondition = 580
// Vise Groups viseGroupCount = 30
// Vise Speed viseMaxSpeed = 600.0 viseMidMaxSpeed = 90.0 viseMidMinSpeed = 90.0 viseMinSpeed = 6.0
// Path Distances viseSpawnDistance_1 = 0.57 midStartDistance_1 = 0.21 midEndDistance_1 = 0.63 viseSpawnDistance_2 = 0.57 midStartDistance_2 = 0.21 midEndDistance_2 = 0.63
Stage 14-4: spawnStreak = 10
// Win Condition (collapses and board clear) winCondition = 600
// Vise Groups viseGroupCount = 35
// Vise Speed viseMaxSpeed = 600.0 viseMidMaxSpeed = 95.0 viseMidMinSpeed = 95.0 viseMinSpeed = 8.0
// Path Distances viseSpawnDistance_1 = 0.55 midStartDistance_1 = 0.21 midEndDistance_1 = 0.63 viseSpawnDistance_2 = 0.55 midStartDistance_2 = 0.21 midEndDistance_2 = 0.63
Pay attention to the variable named "viseMidMaxSpeed" and "viseMidMinSpeed". This sets the number speed the spheres move in the level when not in spawn or danger. It's actually set to 95, which is SLOWER than most levels in Stage 10 to 12, which set this variable from 100 to 135. (eg. Stage 11-5, Pharaoh's War Crown set it at 135) However, this is because double paths levels set their speed lower than single path levels. (Stage 14-4 has the fastest set speed for a double path level). But still, it's worth noting that although Invasion of The Hyskos is the fastest double path level (faster than Arma Megiddo even), it's not the fastest overall level by a long shot. So other than path design, what variables makes Invasion of The Hyskos that hard then if speed isn't the key factor? Look at the variable labelled "spawnStreak" in Stage 14-4. It's set to 10. That's actually the lowest in the entire game. (most are 70-80) I think this variable controls colour algorithm which is why it's harder to chain and clear spheres in Stage 14-4. However I feel the main reason for Invasion of The Hyskos' difficulty is this line: viseMinSpeed = 8.0 Only Stage 14-4 and Stage 14-5 set this variable to 8.0. (most set it to 6) This variable controls how slow the sphere train goes when nearing the pyramid. By setting it that high, meaning the spheres do not slow down much and having a nasty inaccessible danger zone due to its design, this is a nasty piece of code. So basically, the reason Invasion of The Hyskos is such a tricky level isn't solely because of speed. A large number of factors (spawn points, danger speed, path design, algorithm) are cunningly well designed is the reason it is such a tricky level. I tested that konisbored , in Luxor 1 and Luxor AR, the spawnstreak means the coin spawn chance, but in Luxor 2, Luxors HD and Luxor Evolved that means the "colorspawnstreak", as in Luxor 3... Also, the range of spawnstreak is 0-1000 (0%-100.0%), so spawnstreak in stage 14-4 is 1.0%, IDK how it's possible to beat that level in HD version on Expert... They really don't want you to get coins in this level then haha! Oh well, disregard that spawnStreak statement, everything else still makes Hyskos a troll level.
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Deleted
Deleted Member
Gems: 0
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Post by Deleted on Jul 23, 2016 7:56:02 GMT
I tested that konisbored , in Luxor 1 and Luxor AR, the spawnstreak means the coin spawn chance, but in Luxor 2, Luxors HD and Luxor Evolved that means the "colorspawnstreak", as in Luxor 3... Also, the range of spawnstreak is 0-1000 (0%-100.0%), so spawnstreak in stage 14-4 is 1.0%, IDK how it's possible to beat that level in HD version on Expert... They really don't want you to get coins in this level then haha! Oh well, disregard that spawnStreak statement, everything else still makes Hyskos a troll level. Oh lol, in Luxor 2's Challenge of Horus, in some levels the spawnstreak = 1, I think that's the reason why there about AREN'T ANY 2 SAME COLORED SPHERES!!!
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Seigneur Des Dragons852
Lvl 200+ Gold Legend
They will come , and when they'll come nothing will be left
Gems: 3,743
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Post by Seigneur Des Dragons852 on Jul 23, 2016 9:03:40 GMT
So I was poking around in Amun Rising's .lvl files when I realised something peculiar. Contrary to what it seems, Invasion of The Hyskos' speed isn't even set close to the fastest level in the game. Stage 12-9: spawnStreak = 80
// Win Condition (collapses and board clear) winCondition = 580
// Vise Groups viseGroupCount = 30
// Vise Speed viseMaxSpeed = 600.0 viseMidMaxSpeed = 90.0 viseMidMinSpeed = 90.0 viseMinSpeed = 6.0
// Path Distances viseSpawnDistance_1 = 0.57 midStartDistance_1 = 0.21 midEndDistance_1 = 0.63 viseSpawnDistance_2 = 0.57 midStartDistance_2 = 0.21 midEndDistance_2 = 0.63
Stage 14-4: spawnStreak = 10
// Win Condition (collapses and board clear) winCondition = 600
// Vise Groups viseGroupCount = 35
// Vise Speed viseMaxSpeed = 600.0 viseMidMaxSpeed = 95.0 viseMidMinSpeed = 95.0 viseMinSpeed = 8.0
// Path Distances viseSpawnDistance_1 = 0.55 midStartDistance_1 = 0.21 midEndDistance_1 = 0.63 viseSpawnDistance_2 = 0.55 midStartDistance_2 = 0.21 midEndDistance_2 = 0.63
Pay attention to the variable named "viseMidMaxSpeed" and "viseMidMinSpeed". This sets the number speed the spheres move in the level when not in spawn or danger. It's actually set to 95, which is SLOWER than most levels in Stage 10 to 12, which set this variable from 100 to 135. (eg. Stage 11-5, Pharaoh's War Crown set it at 135) However, this is because double paths levels set their speed lower than single path levels. (Stage 14-4 has the fastest set speed for a double path level). But still, it's worth noting that although Invasion of The Hyskos is the fastest double path level (faster than Arma Megiddo even), it's not the fastest overall level by a long shot. So other than path design, what variables makes Invasion of The Hyskos that hard then if speed isn't the key factor? Look at the variable labelled "spawnStreak" in Stage 14-4. It's set to 10. That's actually the lowest in the entire game. (most are 70-80) I think this variable controls colour algorithm which is why it's harder to chain and clear spheres in Stage 14-4. However I feel the main reason for Invasion of The Hyskos' difficulty is this line: viseMinSpeed = 8.0 Only Stage 14-4 and Stage 14-5 set this variable to 8.0. (most set it to 6) This variable controls how slow the sphere train goes when nearing the pyramid. By setting it that high, meaning the spheres do not slow down much and having a nasty inaccessible danger zone due to its design, this is a nasty piece of code. So basically, the reason Invasion of The Hyskos is such a tricky level isn't solely because of speed. A large number of factors (spawn points, danger speed, path design, algorithm) are cunningly well designed is the reason it is such a tricky level. How My God ! This level are harder, is more difficult than Expert mode in Luxor 2 HD Wow , nice discovery konisbored
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