RuDN HC S2 Dark Room Simulator - Version 1.2
Spoiler
I. What is this?
This simulator was initially made so that my team could practice the 0.5x Mechanic of RuDN HC Stage 2 without having to waste tickets just to experience it. I started working on the initial version on the day of our first RuDN HC clear; roughly 12 hours prior to the clear in fact. Version 0.1, as I like to call it, had horrible textures. Alexander chimed in some rather high quality art for the simulator, and here we are with Version 1.0.
I have decided to release this simulator to the public so that they do not need to waste tickets in order to practice this mechanic. I hope that this simulator will be of use to the NA and EU servers, as they have not gotten RuDN yet as of the time of writing.
This is our first ever multiplayer simulator as the chaos and confusion of the actual mechanic can only be accurately simulated with multiple intelligent human beings participating in the same game.
II. How was this made? Source code?
This was made in pure C++, with some of my private, hand-written libraries. As with my past simulators, since this was an unimportant and relatively short project, I dumped about 80% of the code into a single .cpp file. As a result, it doesn't follow OOP standards very well and is almost impossible navigate for anyone other than me. As I know there are many junior programmers and students on this forum and in this game, I do not want to set a bad precedent for them by showing my hastily-written code which is not at all reflective of how I handle (and how they should handle) larger and more important projects.
Some art assets belong to Eydentity Games. Most of the artwork belongs to Alexander, however.
III. I just found a legitimate bug by some miraculous means! How do I report it?
In the case of a bug, please leave details below, and if it is serious, I will update and upload the fixed version. If it is minor, I will only note it in this post.
IV. How to play
Follow the initial instructions in cmd. You will need to input the server's IP address and port in order to connect. See Section V below for more information. I have conveniently outputted the public / external IP address of the server host on the server program. This is the IP you will want to connect to in your client. Get the server host to give you the IP address he sees. The server host must also input a port. He must portforward if he hasn't already (see the below section). The server host must give you the port number.
Note: if you plan to play by yourself and no one else, you do not need to portforward. Simply select a random port for the server (e.g. 19255), input "localhost" (without the quotation marks) when the client prompts you for the IP address, and input the same port number you used for the server.
Provided that the server host has portforwarded correctly and has given you the correct IP address and port number, you should be able to connect to the server. The client conveniently stores the previous IP address and port you connected to in "serverconfig.txt" and will prompt you on whether or not to connect to the previous IP and port the next time you open the client.
Alright so now you're in the game. The cmd window is now a chat box. You can communicate with others and type commands here. Again, type /help for a list of commands. I won't explain them all again here.
Beware that the chat box is not encrypted! Do not talk sensitive information on the chat box, for it can be viewed by others.
Why didn't I add encryption? It's common knowledge now that anything short of TLS/SSL is more or less security through obscurity. I strongly do not believe in security through obscurity. You either go all the way or you don't at all. It is not that I can't implement TLS/SSL (I've done this countless of times to be fair), it is just that it requires RSA one way or another. I can't rely on the general audience of this simulator to know how to generate a pair of RSA keys and give everyone the public key file while preventing their private key from being compromised. I can easily add a .bat file that generates RSA keys, but the problem still stands. It's going to be too much of a hassle for the server host to upload his public key and for all of the clients to have to download it. This discourages the laymen audience of my simulator from playing the actual simulator, for it will be too much of a hassle to set up the encryption - if they can even do it properly, that is. I hope you understand my decision not to implement encryption. As long as you don't talk about sensitive information, you're fine.
Game Controls
Shift + (W/A/S/D) - Tumble. There will be a tumble icon at the bottom denoting the current CD. The CD and duration is the same as the in-game tumble.
Spacebar - Jump. You will need to do this in order to evade the stomp at the end.
(W/A/S/D) - Standard movement.
Important Notes
1) You can play alone, however you will need to host your own server and set it up (portforward); see the below section.
2) No more than 8 players can be on the server at any given time.
3) You can play with anywhere between 1 and 8 players. You may bring your entire raid team to practice (which is the main purpose of this simulator).
4) Only the server host can /start and /difficulty. The server host is the client that has the same IP address as the server. This means that if you remotely host your server, it will not work.
5) Players will have different colors depending on their class. These colors are the same as the class icon colors.
6) Your character will have a bouncing arrow on top of it.
7) Just a personal tip from me: assuming you're bringing your entire raid team to practice, try to keep 4 at the top and 4 at the bottom. This will reduce chaos and confusion drastically.
8) You only have the bare minimums to dodge in this simulator (movement, jump, tumble). This is intended as you should always learn how to dodge and survive mechanics with the bare minimums, for then you will know how to properly use your class-specific skills in the actual mechanic and how to survive should those class-specific skills fail you or are on cooldown.
9) All hit checks are done on the client. Since the server will be self-hosted, and since there will be players possibly half the world away from each other playing on the same server, and since some of these servers will be hosted in South East Asia, which is a region notorious for its sub-par Internet speeds (that aren't adequate enough for proper server hosting in my opinion), I foresaw that lag will be a huge issue. As a result, I made the decision early on to make the client do all of the hit checks. This means that you do not need to dodge in advance in order to compensate for your ping. Your ping is only indicative of how delayed the movements of other players and their chat messages are.
V. How to set up the server
First, you will need to portforward. If you have already portforwarded a port in the past and still remember the port number, you may skip this part.
Just in case you haven't made your IP static yet, you must do so now (Google this and figure out how to do it). Portforwarding will often require a static IP address. Once you have done so, proceed with the rest of this section.
Go to this website: https://portforward.com/
Click on "List of Routers". Find your router model there, then click on it and follow the tutorial on how to portforward for your particular router. This simulator runs on TCP as that was far more convenient for me development-wise since this isn't some fast-paced action game that necessitates UDP. As such, select TCP when portforwarding.
Remember the port number you just forwarded. Input this number and this number only when the server prompts you for a port to listen to. If it doesn't say "failure to bind to port xxxxx", then that means that you have done it correctly and the server is up and running. You must give the clients who wish to connect to your server both your public IP address (listed on the server cmd prompt for your own convenience) and the port number you just used.
Now you run into a small problem: your ISP often changes your public / external IP. This means that your clients will sometimes have to input a different IP when they connect, and you must provide them with your new public IP address whenever it gets changed. Your ISP randomly changes it, and the frequency of it varies greatly among ISPs. Some change it every few months, others multiple times in a day. If you want it to be static, you need to ring your ISP up and pay them a subscription fee of sorts for them to keep your public / external IP static. However, this is going way too far. I recommend you use NoIP, or other services like it, instead. It is completely free and works very well for the purposes of this simulator. I won't go into depth about how to use NoIP or how it works; their website explains it well enough. If you decide to use NoIP or the like, give your clients your NoIP address instead of the IP address shown on the server cmd prompt.
NoIP link: https://www.noip.com/
VI. Download
Read this first!
This only works on Windows and not Linux, Mac, your phone / tablet / or Android.
Read the "Read Me and Credits.txt" within the base folder for further instructions. Simply extract the entire base "RuDN HC S2 Dark Room Simulator" folder to anywhere on your hard drive. Run the executable within and it should work. DO NOT move any of the pictures or the resource folder, as the program will malfunction.
DO NOT distribute the download link by itself, or claim false ownership of this program. Please share only this entire thread to avoid confusion and piracy.
Coded by Riuga, some art assets belong to Eydentity, other art assets belong to Alexander.
Note: the [PR] at the end of the .rar files simply stands for "Public Release". I have a separate [TR] build which is customized for me and my team.
Client: Click here to download.
Server: Click here to download.
VI. Known Issues
None so far.
Bonus: How do I know that you're not secretly sending packets with my information to your server?
Because I am a reputable forumer and it would be highly foolish of me to do such a thing? It goes against my moral code to do such a heinous act. However, there is a way to verify that I am not sending any packets to my "server", whatever that is (I don't even host one to be fair).
1) Fire up your favorite virtual machine.
2) Install Wireshark on it.
3) Run Wireshark on it.
4) Start Wireshark's packet capture.
5) Download, flip on my simulator, and play some rounds.
6) Now sift through every single packet captured by Wireshark.
7) Good luck finding a single packet that wasn't sent to the IP of the server you specified in the simulator client.
8) Even better than manually sifting through thousands of packets, write a packet filter that filters out all (ip.host != "insert your simulator server IP here") (look up how to do this if you're not sure).
Video
[Not yet available]
I. What is this?
This simulator was initially made so that my team could practice the 0.5x Mechanic of RuDN HC Stage 2 without having to waste tickets just to experience it. I started working on the initial version on the day of our first RuDN HC clear; roughly 12 hours prior to the clear in fact. Version 0.1, as I like to call it, had horrible textures. Alexander chimed in some rather high quality art for the simulator, and here we are with Version 1.0.
I have decided to release this simulator to the public so that they do not need to waste tickets in order to practice this mechanic. I hope that this simulator will be of use to the NA and EU servers, as they have not gotten RuDN yet as of the time of writing.
This is our first ever multiplayer simulator as the chaos and confusion of the actual mechanic can only be accurately simulated with multiple intelligent human beings participating in the same game.
II. How was this made? Source code?
This was made in pure C++, with some of my private, hand-written libraries. As with my past simulators, since this was an unimportant and relatively short project, I dumped about 80% of the code into a single .cpp file. As a result, it doesn't follow OOP standards very well and is almost impossible navigate for anyone other than me. As I know there are many junior programmers and students on this forum and in this game, I do not want to set a bad precedent for them by showing my hastily-written code which is not at all reflective of how I handle (and how they should handle) larger and more important projects.
Some art assets belong to Eydentity Games. Most of the artwork belongs to Alexander, however.
III. I just found a legitimate bug by some miraculous means! How do I report it?
In the case of a bug, please leave details below, and if it is serious, I will update and upload the fixed version. If it is minor, I will only note it in this post.
IV. How to play
Follow the initial instructions in cmd. You will need to input the server's IP address and port in order to connect. See Section V below for more information. I have conveniently outputted the public / external IP address of the server host on the server program. This is the IP you will want to connect to in your client. Get the server host to give you the IP address he sees. The server host must also input a port. He must portforward if he hasn't already (see the below section). The server host must give you the port number.
Note: if you plan to play by yourself and no one else, you do not need to portforward. Simply select a random port for the server (e.g. 19255), input "localhost" (without the quotation marks) when the client prompts you for the IP address, and input the same port number you used for the server.
Provided that the server host has portforwarded correctly and has given you the correct IP address and port number, you should be able to connect to the server. The client conveniently stores the previous IP address and port you connected to in "serverconfig.txt" and will prompt you on whether or not to connect to the previous IP and port the next time you open the client.
Alright so now you're in the game. The cmd window is now a chat box. You can communicate with others and type commands here. Again, type /help for a list of commands. I won't explain them all again here.
Beware that the chat box is not encrypted! Do not talk sensitive information on the chat box, for it can be viewed by others.
Why didn't I add encryption? It's common knowledge now that anything short of TLS/SSL is more or less security through obscurity. I strongly do not believe in security through obscurity. You either go all the way or you don't at all. It is not that I can't implement TLS/SSL (I've done this countless of times to be fair), it is just that it requires RSA one way or another. I can't rely on the general audience of this simulator to know how to generate a pair of RSA keys and give everyone the public key file while preventing their private key from being compromised. I can easily add a .bat file that generates RSA keys, but the problem still stands. It's going to be too much of a hassle for the server host to upload his public key and for all of the clients to have to download it. This discourages the laymen audience of my simulator from playing the actual simulator, for it will be too much of a hassle to set up the encryption - if they can even do it properly, that is. I hope you understand my decision not to implement encryption. As long as you don't talk about sensitive information, you're fine.
Game Controls
Shift + (W/A/S/D) - Tumble. There will be a tumble icon at the bottom denoting the current CD. The CD and duration is the same as the in-game tumble.
Spacebar - Jump. You will need to do this in order to evade the stomp at the end.
(W/A/S/D) - Standard movement.
Important Notes
1) You can play alone, however you will need to host your own server and set it up (portforward); see the below section.
2) No more than 8 players can be on the server at any given time.
3) You can play with anywhere between 1 and 8 players. You may bring your entire raid team to practice (which is the main purpose of this simulator).
4) Only the server host can /start and /difficulty. The server host is the client that has the same IP address as the server. This means that if you remotely host your server, it will not work.
5) Players will have different colors depending on their class. These colors are the same as the class icon colors.
6) Your character will have a bouncing arrow on top of it.
7) Just a personal tip from me: assuming you're bringing your entire raid team to practice, try to keep 4 at the top and 4 at the bottom. This will reduce chaos and confusion drastically.
8) You only have the bare minimums to dodge in this simulator (movement, jump, tumble). This is intended as you should always learn how to dodge and survive mechanics with the bare minimums, for then you will know how to properly use your class-specific skills in the actual mechanic and how to survive should those class-specific skills fail you or are on cooldown.
9) All hit checks are done on the client. Since the server will be self-hosted, and since there will be players possibly half the world away from each other playing on the same server, and since some of these servers will be hosted in South East Asia, which is a region notorious for its sub-par Internet speeds (that aren't adequate enough for proper server hosting in my opinion), I foresaw that lag will be a huge issue. As a result, I made the decision early on to make the client do all of the hit checks. This means that you do not need to dodge in advance in order to compensate for your ping. Your ping is only indicative of how delayed the movements of other players and their chat messages are.
V. How to set up the server
First, you will need to portforward. If you have already portforwarded a port in the past and still remember the port number, you may skip this part.
Just in case you haven't made your IP static yet, you must do so now (Google this and figure out how to do it). Portforwarding will often require a static IP address. Once you have done so, proceed with the rest of this section.
Go to this website: https://portforward.com/
Click on "List of Routers". Find your router model there, then click on it and follow the tutorial on how to portforward for your particular router. This simulator runs on TCP as that was far more convenient for me development-wise since this isn't some fast-paced action game that necessitates UDP. As such, select TCP when portforwarding.
Remember the port number you just forwarded. Input this number and this number only when the server prompts you for a port to listen to. If it doesn't say "failure to bind to port xxxxx", then that means that you have done it correctly and the server is up and running. You must give the clients who wish to connect to your server both your public IP address (listed on the server cmd prompt for your own convenience) and the port number you just used.
Now you run into a small problem: your ISP often changes your public / external IP. This means that your clients will sometimes have to input a different IP when they connect, and you must provide them with your new public IP address whenever it gets changed. Your ISP randomly changes it, and the frequency of it varies greatly among ISPs. Some change it every few months, others multiple times in a day. If you want it to be static, you need to ring your ISP up and pay them a subscription fee of sorts for them to keep your public / external IP static. However, this is going way too far. I recommend you use NoIP, or other services like it, instead. It is completely free and works very well for the purposes of this simulator. I won't go into depth about how to use NoIP or how it works; their website explains it well enough. If you decide to use NoIP or the like, give your clients your NoIP address instead of the IP address shown on the server cmd prompt.
NoIP link: https://www.noip.com/
VI. Download
Read this first!
This only works on Windows and not Linux, Mac, your phone / tablet / or Android.
Read the "Read Me and Credits.txt" within the base folder for further instructions. Simply extract the entire base "RuDN HC S2 Dark Room Simulator" folder to anywhere on your hard drive. Run the executable within and it should work. DO NOT move any of the pictures or the resource folder, as the program will malfunction.
DO NOT distribute the download link by itself, or claim false ownership of this program. Please share only this entire thread to avoid confusion and piracy.
Coded by Riuga, some art assets belong to Eydentity, other art assets belong to Alexander.
Note: the [PR] at the end of the .rar files simply stands for "Public Release". I have a separate [TR] build which is customized for me and my team.
Client: Click here to download.
Server: Click here to download.
VI. Known Issues
None so far.
Bonus: How do I know that you're not secretly sending packets with my information to your server?
Because I am a reputable forumer and it would be highly foolish of me to do such a thing? It goes against my moral code to do such a heinous act. However, there is a way to verify that I am not sending any packets to my "server", whatever that is (I don't even host one to be fair).
1) Fire up your favorite virtual machine.
2) Install Wireshark on it.
3) Run Wireshark on it.
4) Start Wireshark's packet capture.
5) Download, flip on my simulator, and play some rounds.
6) Now sift through every single packet captured by Wireshark.
7) Good luck finding a single packet that wasn't sent to the IP of the server you specified in the simulator client.
8) Even better than manually sifting through thousands of packets, write a packet filter that filters out all (ip.host != "insert your simulator server IP here") (look up how to do this if you're not sure).
IDN Disease-Spacebar Simulator - Version 2.0
Spoiler
I. What is this?
This was initially made for my team's Dark Summoner as she missed out on the first week of IDN. As usual, since I put in so much effort into this, I may as well publicly release it.
Coded within an I-already-forgot amount of hours by a now very sleep-depraved Riuga whilst blasting Beyond Creation's Earthborn Evolution on repeat from start to finish of the project.
Most art assets are made by Eydentity. I photoshopped them from online images and videos.
II. How was this made? Source code?
Made in pure C++, source code I may or may not decide to release later. This was a bit "hastily made", making the code not follow all the necessary conventions to look neat, nor follow the OOP standard very well. This was written on top of the old RDN Spacebar Mechanic Simulator.
Most art assets belong to Eydentity.
III. I just found a legitimate bug by some miraculous means! How do I report it?
In the case of a bug, please leave details below, and if it is serious, I will update and upload the fixed version. If it is minor, I will only note it in this post.
IV. How to play
Instructions are located on the title screen of the simulator. Escape the spacebar mechanic, dodge the poison ball, and get out safely. Wait for the ball to hit the edge of the map, and you will successfully clear the round.
V. Download
Version 2.0, released 7/13/2016. Made things more realistic; added full screen support.
Read this first!
This only works on Windows and not Linux, Mac, your phone / tablet / or Android.
Read the "Read Me.txt" within the base folder for further instructions. Simply extract the entire base "Riuga's IDN Disease-Spacebar Simulator" folder to anywhere on your hard drive. Run the executable within and it should work. DO NOT move any of the pictures or the resource folder, as the program will malfunction.
DO NOT distribute the download link by itself, or claim false ownership of this program. Please share only this entire thread to avoid confusion and piracy.
Coded by Riuga, art assets belong to Eydentity.
Click here to download.
VI. Known Issues
None so far.
Video
[Not yet available]
I. What is this?
This was initially made for my team's Dark Summoner as she missed out on the first week of IDN. As usual, since I put in so much effort into this, I may as well publicly release it.
Coded within an I-already-forgot amount of hours by a now very sleep-depraved Riuga whilst blasting Beyond Creation's Earthborn Evolution on repeat from start to finish of the project.
Most art assets are made by Eydentity. I photoshopped them from online images and videos.
II. How was this made? Source code?
Made in pure C++, source code I may or may not decide to release later. This was a bit "hastily made", making the code not follow all the necessary conventions to look neat, nor follow the OOP standard very well. This was written on top of the old RDN Spacebar Mechanic Simulator.
Most art assets belong to Eydentity.
III. I just found a legitimate bug by some miraculous means! How do I report it?
In the case of a bug, please leave details below, and if it is serious, I will update and upload the fixed version. If it is minor, I will only note it in this post.
IV. How to play
Instructions are located on the title screen of the simulator. Escape the spacebar mechanic, dodge the poison ball, and get out safely. Wait for the ball to hit the edge of the map, and you will successfully clear the round.
V. Download
Version 2.0, released 7/13/2016. Made things more realistic; added full screen support.
Read this first!
This only works on Windows and not Linux, Mac, your phone / tablet / or Android.
Read the "Read Me.txt" within the base folder for further instructions. Simply extract the entire base "Riuga's IDN Disease-Spacebar Simulator" folder to anywhere on your hard drive. Run the executable within and it should work. DO NOT move any of the pictures or the resource folder, as the program will malfunction.
DO NOT distribute the download link by itself, or claim false ownership of this program. Please share only this entire thread to avoid confusion and piracy.
Coded by Riuga, art assets belong to Eydentity.
Click here to download.
VI. Known Issues
None so far.
RDN Stomp Counting Simulator - Version 1.1
Spoiler
I. What is this?
As part of a collaborative effort with my team's Light Fury, Aoi, we've made this simulator for Stage 3 for the Team as we know this mechanic will be extremely hard to pass. It is for the boss' Stomp Counting mechanic.
Coded within 6 hours by a now very sleep-depraved Riuga whilst blasting Ghost's Infestissumam on repeat from start to finish of the project.
All art done by Aoi, also known as Alex.
II. How was this made? Source code?
Made in pure C++, source code I may or may not decide to release later. This was a bit "hastily made", making the code not follow all the necessary conventions to look neat, nor follow the OOP standard very well.
All artwork was made by Aoi / Alex.
III. I just found a legitimate bug by some miraculous means! How do I report it?
In the case of a bug, please leave details below, and if it is serious, I will update and re-release. If it is minor, I will only note it in this post.
IV. How to use
1) Press 'W' in order to immediately start a round of the simulator.
2) There will be a 2 second waiting period before the boss starts stomping.
3) Press 'Spacebar' at the right time to dodge the downward stomps.
3.5) Hold down 'A' and 'D' in order to move left and right respectively.
4) Do not jump when he does an airstomp.
5) Failure to perform 3 and 4 = instant death and teleport to the death title screen. You won't see why died unless you paid attention right before that.
6) After dodging 6-7 stomps, he will ask if either the up stomps or downs stomps were of an odd number
7) If you agree with his motion, that indeed the direction of stomp he asked was in fact odd, go to the green sphere.
8) If you disagree with him, that indeed the direction of stomp he asked was NOT in fact odd (in other words it is even), go to the red sphere.
9) If you fail to reach the correct sphere within 5 seconds, you die.
V. Important notes on how stomps works
Here's how the stomps are "calculated":
1) Start game
2) First RNG that determines 50/50 if the stomps will be a total of 6 or a total of 7.
3) If First RNG rolls a total of 6, skip to step 5. If a 6 is rolled, it will be strictly (4 down && 2 up) all the time. Furthermore, the exact pattern will be "Down, Up, Down, Down, Up, Down".
4) If First RNG rolls a total of 7, Second RNG determines 50/50 whether the last stomp will be up or down.
5) Third RNG determines 50/50 whether the riddle will be on the up stomps or down stomps.
6) After 5 seconds, a few if-statements to determine whether the player was in the right sphere or not.
This was modeled based on the diagram near the end of TzuShock's Stage 3 Guide video, and various other sources.
The shorthand logic would be:
1) If the total is six stomps, it is always red.
2) If the the total is seven stomps, and what he asks for is the same as the direction of the last stomp, it is always green.
3) If the total is seven stomps, and what he asks for is NOT the same as the direction of the last stomp, it is always red.
In theory, there are only 3 possible outcomes for the number of stomps as seen above. 1 of which are green, 2 of which are red. And so, red will seem a bit of a "biased" pick, however this is apparently how it is in the real nest.
Reattempt this as many times as you'd like to perfect your skills.
V. Download
Version 1.1, updated 11/12/2015. Changelog included in download.
Read this first!
This only works on Windows and not Linux, Mac, your phone / tablet / or Android.
Read the "Read Me.txt" within the base folder for further instructions. Simply extract the entire base "Riuga's RDN Simulator" folder to anywhere on your hard drive. Run the executable within and it should work. DO NOT move any of the pictures or the resource folder, as the program will malfunction.
DO NOT distribute the download link by itself, or claim false ownership of this program. Please share only this entire thread to avoid confusion and piracy.
Coded by Riuga, art assets belong to Aoi / Alex.
Click here to download.
VI. Known Issues
None so far.
Video
I. What is this?
As part of a collaborative effort with my team's Light Fury, Aoi, we've made this simulator for Stage 3 for the Team as we know this mechanic will be extremely hard to pass. It is for the boss' Stomp Counting mechanic.
Coded within 6 hours by a now very sleep-depraved Riuga whilst blasting Ghost's Infestissumam on repeat from start to finish of the project.
All art done by Aoi, also known as Alex.
II. How was this made? Source code?
Made in pure C++, source code I may or may not decide to release later. This was a bit "hastily made", making the code not follow all the necessary conventions to look neat, nor follow the OOP standard very well.
All artwork was made by Aoi / Alex.
III. I just found a legitimate bug by some miraculous means! How do I report it?
In the case of a bug, please leave details below, and if it is serious, I will update and re-release. If it is minor, I will only note it in this post.
IV. How to use
1) Press 'W' in order to immediately start a round of the simulator.
2) There will be a 2 second waiting period before the boss starts stomping.
3) Press 'Spacebar' at the right time to dodge the downward stomps.
3.5) Hold down 'A' and 'D' in order to move left and right respectively.
4) Do not jump when he does an airstomp.
5) Failure to perform 3 and 4 = instant death and teleport to the death title screen. You won't see why died unless you paid attention right before that.
6) After dodging 6-7 stomps, he will ask if either the up stomps or downs stomps were of an odd number
7) If you agree with his motion, that indeed the direction of stomp he asked was in fact odd, go to the green sphere.
8) If you disagree with him, that indeed the direction of stomp he asked was NOT in fact odd (in other words it is even), go to the red sphere.
9) If you fail to reach the correct sphere within 5 seconds, you die.
V. Important notes on how stomps works
Here's how the stomps are "calculated":
1) Start game
2) First RNG that determines 50/50 if the stomps will be a total of 6 or a total of 7.
3) If First RNG rolls a total of 6, skip to step 5. If a 6 is rolled, it will be strictly (4 down && 2 up) all the time. Furthermore, the exact pattern will be "Down, Up, Down, Down, Up, Down".
4) If First RNG rolls a total of 7, Second RNG determines 50/50 whether the last stomp will be up or down.
5) Third RNG determines 50/50 whether the riddle will be on the up stomps or down stomps.
6) After 5 seconds, a few if-statements to determine whether the player was in the right sphere or not.
This was modeled based on the diagram near the end of TzuShock's Stage 3 Guide video, and various other sources.
The shorthand logic would be:
1) If the total is six stomps, it is always red.
2) If the the total is seven stomps, and what he asks for is the same as the direction of the last stomp, it is always green.
3) If the total is seven stomps, and what he asks for is NOT the same as the direction of the last stomp, it is always red.
In theory, there are only 3 possible outcomes for the number of stomps as seen above. 1 of which are green, 2 of which are red. And so, red will seem a bit of a "biased" pick, however this is apparently how it is in the real nest.
Reattempt this as many times as you'd like to perfect your skills.
V. Download
Version 1.1, updated 11/12/2015. Changelog included in download.
Read this first!
This only works on Windows and not Linux, Mac, your phone / tablet / or Android.
Read the "Read Me.txt" within the base folder for further instructions. Simply extract the entire base "Riuga's RDN Simulator" folder to anywhere on your hard drive. Run the executable within and it should work. DO NOT move any of the pictures or the resource folder, as the program will malfunction.
DO NOT distribute the download link by itself, or claim false ownership of this program. Please share only this entire thread to avoid confusion and piracy.
Coded by Riuga, art assets belong to Aoi / Alex.
Click here to download.
VI. Known Issues
None so far.
RDN Spacebar Mechanic Simulator - Version 1.0
Spoiler
I. What is this?
As part of Team Riuga's dedication to clear Red Dragon Nest, I have coded and photoshopped assets for a quick simulator for the spacebar mechanic found in Stage 2 and 6 of RDN, and also RDN Memorial.All while blasting a mix of tech and prog death, and a lot of Meshuggah.
II. How was this made? Source code?
This simulator and the photoshopping of the art assets took roughly a clean 4 hours to complete. Written in pure C++, and a few of my image I/O libs. Source code will not be released as I didn't bother to make any functions outside of main(), complete with really bad indentation, and the entire thing looks like a convoluted mess as a result. Posting it to the public would only serve as a bad example, and I don't want that to happen. I normally don't care about how bad my conventions are for small projects like these. I would have if I planned to update it far into the future, and/or if it took more than 6 hours at first estimate, but this is a one-time release only. I've ran enough tests to feel confident that there are no bugs, and that my speed variables closely match that of DN's.
III. I just found a legitimate bug by some miraculous means! How do I report it?
In the case of a bug, please leave details below, and if it is serious, I will update and re-release. If it is minor, I will only note it in this post.
IV. How to use
1) Press 'W' in order to immediately start a round of the simulator.
2) The ball will then move at a random speed (because this is how it is in RDN, speed is never constant).
3) Press "Spacebar" when the ball is in the blue zone to succeed and break free.
4) If you succeed, you can replay it by pressing 'W' again.
5) If you failed to hit the ball on the spot within 5 seconds, you will fail. Press 'W' to reattempt.
Reattempt this as many times as you'd like to perfect your Spacebar timing skills.
V. Download
Read this first!
This only works on Windows and not Linux, Mac, your phone / tablet / or Android.
Read the "Read Me.txt" within the base folder for further instructions. Simply extract the entire base "Riuga's RDN Simulator" folder to anywhere on your hard drive. Run the executable within and it should work. DO NOT move any of the pictures or the resource folder, as it will not even start up in that case.
DO NOT distribute the download link by itself, or claim false ownership of this program. Please share only this entire thread to avoid confusion and piracy.
Coded by Riuga, art assets belong to Shanda Games and Eyedentity. I in no way intend to use these assets in a profitable way.
Click here to download.
VI. Known Issues
1) While the spacebar test is in progress, the message says to press 'W', but in reality, you have to press Spacebar.
Video
I. What is this?
As part of Team Riuga's dedication to clear Red Dragon Nest, I have coded and photoshopped assets for a quick simulator for the spacebar mechanic found in Stage 2 and 6 of RDN, and also RDN Memorial.
II. How was this made? Source code?
This simulator and the photoshopping of the art assets took roughly a clean 4 hours to complete. Written in pure C++, and a few of my image I/O libs. Source code will not be released as I didn't bother to make any functions outside of main(), complete with really bad indentation, and the entire thing looks like a convoluted mess as a result. Posting it to the public would only serve as a bad example, and I don't want that to happen. I normally don't care about how bad my conventions are for small projects like these. I would have if I planned to update it far into the future, and/or if it took more than 6 hours at first estimate, but this is a one-time release only. I've ran enough tests to feel confident that there are no bugs, and that my speed variables closely match that of DN's.
III. I just found a legitimate bug by some miraculous means! How do I report it?
In the case of a bug, please leave details below, and if it is serious, I will update and re-release. If it is minor, I will only note it in this post.
IV. How to use
1) Press 'W' in order to immediately start a round of the simulator.
2) The ball will then move at a random speed (because this is how it is in RDN, speed is never constant).
3) Press "Spacebar" when the ball is in the blue zone to succeed and break free.
4) If you succeed, you can replay it by pressing 'W' again.
5) If you failed to hit the ball on the spot within 5 seconds, you will fail. Press 'W' to reattempt.
Reattempt this as many times as you'd like to perfect your Spacebar timing skills.
V. Download
Read this first!
This only works on Windows and not Linux, Mac, your phone / tablet / or Android.
Read the "Read Me.txt" within the base folder for further instructions. Simply extract the entire base "Riuga's RDN Simulator" folder to anywhere on your hard drive. Run the executable within and it should work. DO NOT move any of the pictures or the resource folder, as it will not even start up in that case.
DO NOT distribute the download link by itself, or claim false ownership of this program. Please share only this entire thread to avoid confusion and piracy.
Coded by Riuga, art assets belong to Shanda Games and Eyedentity. I in no way intend to use these assets in a profitable way.
Click here to download.
VI. Known Issues
1) While the spacebar test is in progress, the message says to press 'W', but in reality, you have to press Spacebar.
Advertisement and Recruitment for "Project S"
Spoiler
I've been working on a 3D (mostly open-world) MMORPG project dubbed "Project S" with whatever spare time I had in the last couple of years, with Alex joining in on the 2D arts department a couple months back. Up until Alex joined I just worked on my custom OpenGL engine for the game. Right now we're a development team of 6, including myself, and we've made some pretty decent progress so far.
The project was started because I was p*ssed at every single MMORPG on the market. How they all eventually fall to greed, corruption, developer laziness, and et cetera after just a few years.
So if you're also p*ssed with modern MMORPGs, I believe we can work together to create one headed in the right direction for once since we're all gamers who've experienced enough, had enough, want a change, and have an idea of how to change it.
We could use some more hands on the team, especially 2D artists and 3D modellers, riggers, and animators. Preferably one who can create textures and UV map his own models. You don't have to be the most professional person in your field in order to join; you'll learn a lot very quickly in the field of game development so it doesn't really matter to me. We prefer that you use Maya, if possible.
Just to be clear, this is entirely voluntary and there's no immediate payment of any sort, nor is there any guaranteed future payment. Remember, this game is not P2W, and we currently plan to only rely on developer merit which will fuel huge donations each month in order to sustain the monthly operating costs. As a side effect, don't expect any money, and even if you do, don't expect to earn a lot each month in the future since these are donations. If you're interested in a position, do leave a reply below.
If you're not willing to join or you don't have any of the skill sets we need, you could always help us out by spreading the word.
I've been working on a 3D (mostly open-world) MMORPG project dubbed "Project S" with whatever spare time I had in the last couple of years, with Alex joining in on the 2D arts department a couple months back. Up until Alex joined I just worked on my custom OpenGL engine for the game. Right now we're a development team of 6, including myself, and we've made some pretty decent progress so far.
The project was started because I was p*ssed at every single MMORPG on the market. How they all eventually fall to greed, corruption, developer laziness, and et cetera after just a few years.
So if you're also p*ssed with modern MMORPGs, I believe we can work together to create one headed in the right direction for once since we're all gamers who've experienced enough, had enough, want a change, and have an idea of how to change it.
We could use some more hands on the team, especially 2D artists and 3D modellers, riggers, and animators. Preferably one who can create textures and UV map his own models. You don't have to be the most professional person in your field in order to join; you'll learn a lot very quickly in the field of game development so it doesn't really matter to me. We prefer that you use Maya, if possible.
Just to be clear, this is entirely voluntary and there's no immediate payment of any sort, nor is there any guaranteed future payment. Remember, this game is not P2W, and we currently plan to only rely on developer merit which will fuel huge donations each month in order to sustain the monthly operating costs. As a side effect, don't expect any money, and even if you do, don't expect to earn a lot each month in the future since these are donations. If you're interested in a position, do leave a reply below.
If you're not willing to join or you don't have any of the skill sets we need, you could always help us out by spreading the word.
Edited by Riuga, 17 May 2017 - 08:51 PM.