Use whatever criteria you want, but change the criteria when you play different games. You might not find a game with a particularly unique design, but it could be executed very well (hint: StarCraft II is like this) and be worth a high rating anyway. Also: your "Custom Systems" criterion is redundant and should be shoved into "Unique Game Design". "Variety" and "Replayability" can be combined.
A good reviewer will always refine himself and always change up how he looks at things.
Agree with the rest. I saw some of the Reviews and wanted to punch people in face for giving a 4/5 for some of the Terrain. -4/5 would be more like it for a lot of those. Just because the majority is bad, doesn't mean less bad is better in any respect.
Besides, rating systems are flawed in their very nature to begin with and it's probably better to give a First Impression like TotalBiscuit does.
TotalBiscuit does first impression videos because he has no time or willingness to make full reviews.
Also, rating systems are only flawed when they are rigid. A good rating system will change the criteria based on what it is reviewing. By very definition, the quality of something is determined by how well it does what you want it to do. Therefore, the criteria should be the aspects of the game/movie/whatever that you feel were important for the movie. You wouldn't have a "comedy" criterion for a horror film, but for a Sacha Baron Cohen film, you certainly would rate the movie on its comedic value. The criteria should also have only a suggestive influence on the final score for the work that is being reviewed, as the overall enjoyment should ultimately be more important than the other criteria.
Step 1: Boost map to a decent spot on the front page (doable if you start just before the dead of night where activity is the lowest). Make sure the game is long and can be played while AFK.
Step 2: Upload a new version with 8 game modes.
Step 3: Play every different game mode once.
Quicksort is possible (but, obviously, not as quick) without pointers. Honestly, when the code is executed in the VM anyway, I'm not sure why Blizzard disabled pointers when you can just jail them to the VM memory space. However, these sorting algorithms are possible without pointers.
Obviously, though, they are VERY non-flexible and have to be explicitly made for each structure you want to sort, which is a major problem.
Divide your world into small grid spaces, just large enough that a grid's diameter is equal to the twice the largest collision radius. If you need really big objects and small objects you can modify this so that large-small object pairs can collide on more grid points.
Store the current grid spot in each object and compare grid locations instead of doing the full vector distance calculation. Check the X and Y integer distance of both grid axes. If the difference is greater than 1 in either axis, do not check for collision.
This is a simple method of applying a fast integer box check to sieve the collision checks to near-hits only. You will get more speed by writing this in pure Galaxy. If C was available to us, you could write a few functions in Assembly for maximum speed.
The 2MB .galaxy file limit is a bug in the game, not a true limitation. There is another 2MB limit (the real limit) for actual interpreted script size, but it's very hard to know what that size really is. It's possible that Bibendus managed to exceed that already, though it's very unlikely. It took me until my unoptimized .galaxy was around 2.3MB before I ran into the true limit.
If your .galaxy is over 2MB, ask me and I might be able to give you a copy of the program my friend made to optimize it. It does not break compatibility with the editor; you can open and edit triggers at will, but doing so will reset the optimizations.
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457 days later, someone necros a thread. The sad part is it was probably on the second page.
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Use whatever criteria you want, but change the criteria when you play different games. You might not find a game with a particularly unique design, but it could be executed very well (hint: StarCraft II is like this) and be worth a high rating anyway. Also: your "Custom Systems" criterion is redundant and should be shoved into "Unique Game Design". "Variety" and "Replayability" can be combined.
A good reviewer will always refine himself and always change up how he looks at things.
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TotalBiscuit does first impression videos because he has no time or willingness to make full reviews.
Also, rating systems are only flawed when they are rigid. A good rating system will change the criteria based on what it is reviewing. By very definition, the quality of something is determined by how well it does what you want it to do. Therefore, the criteria should be the aspects of the game/movie/whatever that you feel were important for the movie. You wouldn't have a "comedy" criterion for a horror film, but for a Sacha Baron Cohen film, you certainly would rate the movie on its comedic value. The criteria should also have only a suggestive influence on the final score for the work that is being reviewed, as the overall enjoyment should ultimately be more important than the other criteria.
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Basic premise is the same, but no credit needs to be given because it's also different in many ways.
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The supreme court would like a word with this bill.
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It's possible to abuse this bug.
Step 1: Boost map to a decent spot on the front page (doable if you start just before the dead of night where activity is the lowest). Make sure the game is long and can be played while AFK.
Step 2: Upload a new version with 8 game modes.
Step 3: Play every different game mode once.
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The "on all servers" part was the unbelievable part.
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Quicksort is possible (but, obviously, not as quick) without pointers. Honestly, when the code is executed in the VM anyway, I'm not sure why Blizzard disabled pointers when you can just jail them to the VM memory space. However, these sorting algorithms are possible without pointers.
Obviously, though, they are VERY non-flexible and have to be explicitly made for each structure you want to sort, which is a major problem.
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Going.
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"The problem is I am using GUI which doesn't have a math sign for ^2 so I have to use Pow(number, exponent)."
Just do dX*dX + dY*dY + dZ*dZ <= Rn
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Easy optimization: Get rid of the sqrt.
dX^2 + dY^2 + dZ^2 <= R^2
R^2 is precalculated.
Another easy optimization: Sectorize your space.
Divide your world into small grid spaces, just large enough that a grid's diameter is equal to the twice the largest collision radius. If you need really big objects and small objects you can modify this so that large-small object pairs can collide on more grid points.
Store the current grid spot in each object and compare grid locations instead of doing the full vector distance calculation. Check the X and Y integer distance of both grid axes. If the difference is greater than 1 in either axis, do not check for collision.
This is a simple method of applying a fast integer box check to sieve the collision checks to near-hits only. You will get more speed by writing this in pure Galaxy. If C was available to us, you could write a few functions in Assembly for maximum speed.
0
The 2MB .galaxy file limit is a bug in the game, not a true limitation. There is another 2MB limit (the real limit) for actual interpreted script size, but it's very hard to know what that size really is. It's possible that Bibendus managed to exceed that already, though it's very unlikely. It took me until my unoptimized .galaxy was around 2.3MB before I ran into the true limit.
If your .galaxy is over 2MB, ask me and I might be able to give you a copy of the program my friend made to optimize it. It does not break compatibility with the editor; you can open and edit triggers at will, but doing so will reset the optimizations.
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Why do you need a 100% accurate menu and a free escape key? Can't you map whatever functions use escape to literally anything else on the keyboard?
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Write a dialog item that brings up the menu and another that brings up the help, and then hide the menu bar.
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Logos generally go for $50 for a quickie.