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Post by The Strahl on Aug 9, 2016 12:29:02 GMT -5
Hey guys, just wanted to let you know what's going on and what I have planned.
I haven't really done much with the generator in a while as I've been super busy with other stuff. I just want you to know that I'm not abandoning this by any means. I hope to get the remaining games filled in as soon as I can.
That said, I'm thinking it would be easier for me to separate each game into their own separate generator. Not only could I make the generator look much nicer, but also I can add a bunch more customization to each game allowing for more options and more specific types of Generation.
For example, The FF1 Generator will have a Party Generation tool as well as a restriction Generator. Maybe the FF7 generator could List off Each Materia and list if they are banned or not.
As it stands now, I'm kind of stuck with 6 restrictions where some games could afford to allow more and others could allow for less.
Any thoughts or ideas on this?
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Post by Lockirby2 on Aug 13, 2016 9:38:33 GMT -5
Yeah, I feel like every game could really use a different generator. For example, I feel FF7 allows for a lot of flexibility and options in its battle system, which means that you can make a bunch of large-scale, sweeping restrictions (like No Items, No Limits, or Command Materia only). In this case, the generator can create quite a few different doable challenges, even if you jack up the restriction rate. On the other hand, so many large scale restrictions don't really work for FF6 since quite a few less possibilities are available. Four restrictions is pushing it, and with six you are practically banning the entire battle system. Making a single generator for each game could fix problems like this a lot more cleanly than trying to cram everything into one generator. I think that it would also be easier to expand the number of generators if a separate script was included for each one instead of putting everything in the same Generate.js file. If you're willing to get help coding these things, I could try coding an FF6 generator. Spreading out the workload could help if you are willing to let somebody else focus on some of the generators.
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Post by The Strahl on Aug 13, 2016 17:05:14 GMT -5
You're welcome to give it a shot for sure. Have you ever used Javascript before?
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Post by Lockirby2 on Aug 13, 2016 19:15:42 GMT -5
Yeah, I actually program in Javascript at work. I'm used to AngularJS but I'm sure that I can work with plain Javascript as well.
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Post by The Strahl on Aug 13, 2016 20:03:30 GMT -5
Oh cool.I basically taught myself as I was building the generator haha. I already know other languages like C so it was basically the same.
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Post by Lockirby2 on Aug 15, 2016 20:28:07 GMT -5
In all honesty, I pretty much taught myself at work. I'd never done web development before so I was pretty much just learning what I needed on the fly.
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Post by The Strahl on Aug 16, 2016 18:34:53 GMT -5
thankfully it's really simple to learn. I just wish I was more artistic (less lazy?)
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Post by Lockirby2 on Aug 20, 2016 13:04:19 GMT -5
Cool, I'm a moderator now. Here's a link to the FF6 generator I wrote: www.mediafire.com/?fu8i64dv2fgfy17I included a JS file that is intended to be included as a separate script alongside your current Generate.js file. Just alter Generate.js file to make a function call to generateFF6(). This function takes two arguments (many, shark). many must be a parsed number representing the number of rules that should be generated. shark currently does nothing, as I included it only for future expansion if something is ever intended to be done with cheat codes. I have not tested the exact code written in that file, as my testing ground didn't allow the multiple file setup I was looking for, so make sure to at least do a basic sanity check to make sure that it is working properly. I also included a new FinalFantasyVI.html that you can just replace the old one with. I designed the generator with a few goals in mind. First, I wanted challenges with few restrictions to at least offer some challenge, so the first two restrictions are likely to be some of the more difficult ones being offered. Second, I want most of the challenges generated to be possible, so the generator is weighted to give easier rules as some of the later ones. Therefore, if you select to use six rules, the first two are likely to be difficult, the middle two are likely to make a smaller difference, and the last two are likely to just be minor rules that add some extra flavour to the challenge. Third, I wanted any combination of rules to at least be *possible* to generate. If "Low Level, No Attack Command, No Specials, No Magic, No Items" comes up (as unlikely as that is), the user can just laugh and move on. But I wanted any combination of rules to be possible to generate so that there's no chance of missing out on some interesting challenges. Because of that, there's a lot more minor rules that were added than in the original generator. I know that you're not a fan of the more specific rules, but I feel like they are needed to avoid an onslaught of difficulty with larger amounts of rules. Personally, I'm also a fan of the added variety. I at least pruned my initial list to get rid of restrictions that were too specific (No Paladin Shield), too unintuitive (Quad Character Challenge), or just didn't work very well (Level Under XX). I also eliminated "No Espers", which was present in the original generator, on account of it being far too similar to Natural Magic. Also, here's a link to the JSFiddle that I made while testing this, so that you can take a look without implementing it into the site: jsfiddle.net/Lockirby2/5n297zq2/If you notice any problems please let me know.
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Post by The Strahl on Aug 20, 2016 21:11:26 GMT -5
I like it, few questions. 1) Does it make use of the gameshark option at all? If not I'll likely remove it from any generators that wont use it. 2) Do the variables for the characters get used at all? 3) If you generate a challenge and then generate another one after it with fewer restrictions, it doesn't erase the extra ones from the last generation. I'm fine with all of the added challenges, the more variety the better. My goal is to give each game their own generator tool instead of lumping them all together. This way we can add in extra options without the code having to be a huge mess. (Stuff like party generators, level of difficulty desired, or allowing gameshark codes.) Also, I've posted about us on Reddit and have gotten a bit of feedback that I've found helpful. www.reddit.com/r/FinalFantasy/comments/4wu3co/final_fantasy_challenge_generator/
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Post by Lockirby2 on Aug 20, 2016 23:08:49 GMT -5
1) No, it doesn't use the Gameshark option. If you want to remove it, go ahead.
2) The variables for the characters are used if an SCC is generated. The character is chosen and written in parentheses afterwards. For example, "Solo Character (Cyan)".
3) Good catch, I never tested that specific scenario. Should be as easy as adding this code or something similar near the beginning of the function:
for (var i = 0; i < 6; i++) { var element = document.getElementById("atr" + (i + 1)); element.innerHTML = ''; }
Good point in the Reddit Thread about the Marshal fight being impossible with No Attack Command (which I forgot about; since this was not meant to be a particularly hard restriction I didn't run through how it would play out in my head). I guess FinalFantasyVI.html should contain a note about being allowed to break that rule for that fight.
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Post by The Strahl on Aug 22, 2016 20:56:21 GMT -5
I plan to release all of the main title games at once this time around. so it may take some time before release of the new generators.
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Post by The Strahl on Sept 22, 2016 21:01:51 GMT -5
This just in, I'm a lazy piece of shit.
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