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Monday, September 10, 2012

A Final First Meeting


Freshman are confused. Others know what they're doing.

It was only five months ago, at the events of Capital Banquet, I mentioned to others that I was graduating and to even fewer people, that it would be my last Divisional event. I might see some people in the future, somewhere, someplace. I noticed now I cannot simply think that way.

After noticing that around 10% of the people who I have made connections with at CKI have deserted me over the summer, I start to wonder if I have failed on my own end, or was it the disadvantage of a small school that also contributed to it. In the general area of CKI, many people went their own ways in separate smaller groups, making it hard to achieve the type of bonding that larger schools like UC Davis provided.

I found the first meeting quite different compared to others. It's been good seeing some new (and old) faces, but unlike other CKI first meetings I've been to, it lacked a bit of organization - I was unable to find any flyers this year regarding CKI (other than the table and through group emails), Kevin arrived last and there was no initial icebreaker. Some were quite surprised to see me again, although I will be making a limited return.

Business before Fellowship: An option arose to head over to In-N-Out post meeting (as is the tradition most of the time) for fellowship purposes, but I had to leave early due to 'business' reasons. Deadlines first. (Although In-N-Out seemed questionable to me if I was given an option, anyone who knew my interests would clearly know I would go... regardless of my chances of success of talking to specific people.)

Category Introductions

#circlek: also known as #cki, or canonical Circle K, used on the blog for events attended that includes CKI members that is past my normal service CKI (after May 2012). Also includes unconventional media that includes any relation to CKI in the mix, like any artwork of various members and Perler Bead art.

Friday, September 7, 2012

Kroakatoa Island Approaching


The relaunch of Zuma Blitz, aka Kroakatoa Island. Even before the island was officially launched, it has been universally criticized by users of the old Zuma Blitz (with less than 10% approval rating for the past five posts on the ZB page), to the point where even I don't know why half the people are complaining and want to leave the island already. (Could someone give me an explanation?)

Conversion not right? Submit a receipt - click the "Receipt" button after transferring (before you play your first game) and print screen, upload to imgur, post the image link on comments. You should have a picture like this one.

Not enough coins per level? Get up to level 50+ and if you still think the same way, feel free to comment.

Idols not worth enough? $70 -> 3750 idols -> 4.7 million coins. It costs $97.50 on the new island for 5 million coins.

Not scoring high as before? They changed the gap mechanics a bit, favoring extremely large gaps over small ones. Example video of this

Something else? Leave it in the comments below.

Migration Info

All players are being migrated to the new island - read the below info to make sure you've got enough coins with you when you finally transfer, or jump straight to the new island. Remember: Once you depart, you cannot return back. (Even if you managed to do that, they will eventually remove game files needed to play the classic version, and your scores won't be saved.)

Noted Features (updated Sept 23, 2012)

This is only a brief list of important changes. The full list of observed changes on the new island can be found here.

  • Using new currency: Coins. Your mojo and idols from the previous version will transfer over to the new island as coins, however your level will not. You will get a one-time bonus for transferring based on your current level.

    If you wish to purchase additional mojo before moving to the new island, do so now - there are many players cashing out their large sums of mojo and idols on the new island, and they had to raise their prices there as a result. If 90 game 3x mojo potions are still offered at 32 idols, trade all your idols into them right now, as they give you a lot more coins for doing this when you transfer than with just idols.

  • If you had an higher tier power unlocked when you transfer it will still be available for use without having to level up first.
  • Fortune cookies will not carry over, so open them all prior to the relaunch. You can, however, send a bundle of coins to each friend per day in the near future. Any feeds clicked on for mojo posts on the old island are awarded to you as coins.
  • Treasure chests in the new island will instead give you an extra daily spin. Don't count on your luck, though; at the time of writing, the daily spins collected in-game is rigged to give you zero chance of any payout above 10k.
  • You can send lives to friends, at a rate of one every twelve hours. Number of coconuts collected on the island will determine the number of extra reserve lives.
  • Lives and XP potions are buyable using coins. Unlimited play for a set time, however, requires actual cash.
  • An additional food items can be used on a frog at a time to give it extra effects, in addition to three powers, and either increase the potency of a power or provide an extra benefit that powers or spirit animals can't get you. Effects can range from increasing the radius of hot frog explosions to increasing the score of gap shots.
  • You can buy powers in bulk at a price par to that of Classic Zuma Blitz.
  • Spirit Animals can be used multiple times in a row with a slight reduction in cost for each successive use. Their appearance will change slightly compared to Classic Zuma Blitz.
  • New spirit animals: Dire Wolf, Pegasus, Gryphon, Dragon, Giant Squid, designed for hardcore players. They are awarded at 2.5M, 3M, 3.5M, 4M, and 4.5M respectively. All spirit animals are available from the start, so you don't need to worry about not getting one due to a low level.
  • New HUD - all your stats are on the bottom (with no indicator on how much your fruit is worth), and game boards now have a larger widescreen aspect ratio, which allows room for more elaborate curve designs.
  • You will level up much quicker compared to the old island at the same level, BUT (at this time) you will not earn coins at the end of a game, only when you level up. Although this problem is very noticeable at low levels for players who transferred because high-level powers are being used, it should be of little concern by the time you reach the level you're normally supposed to unlock them (at lvl 105) since you're practically getting over 100k coins per level.
  • Your XP is primarily based on the number of techniques you pull off in the game - hot frog, curve clears, gap shots, and fruit all give you additional XP at the end of each game. Simply clearing a large amount of balls or getting a lot of points makes no difference in XP gained.
  • This version has an interesting bug in which it's possible to get time and multiplier balls well after they disappear. If such a powerup disappears on a ball just match that ball at your leisure and the multiplier/time bonus will be added.
  • Gap mechanics changed: Double tapping can no longer be used to get maximum points on your double gap. However, two ball gaps will.

Transfer Rates:

Popular belief says that you have to be lvl 80 before you transfer. You can technically go at any level, you'll just miss out on a few bonuses and will have to level back up again to get those power upgrades that you didn't earn on the old island.

  • Amount of Mojo is the number of coins you will receive, plus 50%.
  • 1 idol -> 1250 coins
  • 3x mojo potion (for each game) -> 1300 coins
  • Mastery level will give you a permanent sticker on your stats page, as well as some drinks (buffs)
  • Extra coins equal to 20% of the above total - but only if you got to level 80 or went through mastery.

Bonuses based on transfer level:

  • Lvl 10 - Bomb powerup x20
  • Lvl 20 - 375k coins (if you are less than level 80 this bonus is reduced)
  • Lvl 30 - 25x life
  • Lvl 40 - 24hr 2x XP potion
  • Lvl 50 - Cannon powerup x20
  • Lvl 60 - 24hr life

Related Resources

Monday, August 27, 2012

64 GB of Storage


Files in the drive when you first plug it in, with full stats. Autorun not active

#92E: Own a 64GB or higher flash drive. (Goal now properly completed)

At the time of the goal (2009), it was rather expensive to get such a large flash drive, which costed more than $150 at the time. Nowadays, the price is rather trivial, with its cost as low as $30 during a Office Max sale.

For a flash drive that lacks in speed (compared to other USB 3.0 equipment I regularly use), it more than makes up for it in capacity. Although I won't use this for school preferring my 16GB instead, it's best used for moving huge files around, given several networking issues (although this is somewhat offset by TeamViewer), or for backup uses.

For any SanDisk flash drive you use, though, it's strongly recommended you do not install the ClubSanDisk that comes with it (or worse, automatically installs for you) and simply discard it as well as the Secure Access Program - both are not necessary for the operation of the drive and the latter is mediocre at best.

Wednesday, August 22, 2012

Supreme Commander: Forged Alliance Speedruns

Supreme Commander: Forged Alliance is an old RTS game (more specifically, around five years) that's still quite distinctive in terms of strategy - no fixed resources, extremely large maps, strategic zoom, etc. Its system requirements are pretty steep - even a modern midrange graphics card will have some difficulties running smoothly. (While a laptop ran vanilla SupCom just fine, the expansion was unplayable).

After seeing a speedrun of one (and only one) level of Supreme Commander 2, a question remains: Why aren't there any speedruns of other maps? Because they take too long? Probably.

(I later discovered the answer behind the lack of speedruns: The campaign for SupCom Vanilla placed a bunch of unit restrictions in early levels leaving only a few ways to complete each mission, while SupCom 2 has more scripted sequences and fewer ways to get mass / energy faster.) While levels in the sequel are short to the point where many of them are beatable within a half hour or less, typically a single level in FA spans several youtube videos.)

These runs focus less on cheese strats and more towards both efficiency and macro - anyone can build up a large enough force over time and overpower the enemy, but can you accomplish all your goals within an hour?

Enter my first FA Speedrun, which involves completing each map and all secondary objectives as quickly as possible. By quickly, meaning one map in as fast as 48 minutes. (To compare, other normal playthroughs take around two hours to finish.)

Notes

  • The retail version of the game (build 3596) was used. Newer versions might break some of the strats used in the videos, especially mission 4.
  • Intro Briefings are skipped.
  • No separate 'parts', meaning each map is done in one take, in one video.
  • All videos here were played at Normal difficulty. Trying any map on hard would involve lots more time than you might expect in order to get a good defense up first.
  • Goal time is under 1 game hour for each op.
  • What and how much the enemy sends at you is based on what you have built (aka dynamic difficulty). If you have ground experimentals, they send T3 bombers (sometimes from off the map) at you to deal with them, so unless you have air superiority... (note: this occurs when the map expands, so you can safely build after.)

Videos

Individual Level Notes

Mission 1:

  • Started as UEF (and for the rest of the campaign) given that there's a lot of half-built material here. For each map, I do a general Perceval/Flak Artillery/Gunship/ASF/SACU combo.
  • A huge amount of T1s building mass storage, and shields / air defense per mass extractor (mex). 54 mass might not be much given the huge starting production you have at the beginning (148 mass/s), but at least you can generate more mass with those T1 engineers right off the bat while you're upgrading your stuff to T3, plus you have more mass at your reserve.
  • Sent several SACUs for proxy factory building using Fatboys (produce units at 3x the rate of a normal T3 factory) while existing Percevals are destroying the bases in the next phase. ASFs are used to counter the strategic bombers coming in the next phase.
  • There is a optional objective involving saving a nearby town, you can use gunships to pick off the boats. And then you need to escort the evac trucks to the nearest base. It's easier when Seraphim is revealed but a nuke is launched regardless whether or not the trucks were out. It's entirely possible to destroy the nearby boats completing that objective, the nuke hits taking out half the buildings, and moving the trucks that pop out to the base without any defense whatsoever.

Mission 2:

  • Micromanagement was needeed with reclaiming spare mass with engineers, power generators to give just enough power to upgrade to build T2 power plants, and building mexs / powerplants until capable of reaching T3. Upgrading mex surrounded by mass storage for a total of 27 mass/sec per extractor. Note: mex T3 upgrade costs 1800 mass, but only in the campaign - it will never be this cheap in a real skirmish / multiplayer match.
  • Destroy ally's mex and replace it with your own. This was more or less unnecessary given spare mass deposits, although it's justifiable becuase they're in a more defended position.
  • You can use transports to skip the pass completely and drop forces / SCU to capture, but you need that path clear of enemy air forces.

Mission 3:

  • Though more expensive, Two Atlantises are better in the long run and produces stuff faster than finding 12 engineers to assist an air factory. Only thing you need to worry about is mass producing T3 gunships.
  • Worked with production of four battleships as fast as possible, as well as an assortment of destroyers and cruisers (which counter air and sub attacks). Four's sufficient to destroy the first base and punch through heavy shielding to destroy the engineers that construct experimental bombers, with spy planes acting as spotters to where to (manually) aim the cannons.
  • Other strat guides suggest gunships or ground units, so why use ships? One, ground (submersible) units are too slow and no real protection from naval units. Two, experimental bombers explode when either it or the engineer building them is lost, that's to be expected, but keep in mind this also damages air units and in previous runs it had no problem destroying my 80ish T3 Gunships that were stacked and aiming that one engineer (and I still had several more to go).
  • 50 T3 gunships alone is enough to take on both commanders, the bottom one will eventually go under water to protect itself when damaged, but you can destroy it force it to teleport if you're fast enough.

Mission 4:

  • The first push should occur when you have several SACUs with the resource upgrade, and enough Percevals / anti-air to plow through the first and second phases without delay.
  • Bring the ACU and several SACUs with you along with the rest of the units to the ledge where you destroyed the Quantum Jammer - you can establish several layers of shields there with the SACU's resource generation and hold off light attacks as the Seraphim are too dumb to send their massive forces to locations other than your starting location.
  • According the game script, you're supposed to stay within your starting location, apparently you aren't required to do this, you just need to survive the timer.

Mission 5:

  • This is the only mission where there are no starting debris for extra mass.
  • Needed just enough power in order to capture buildings (and a turret to hold off engineers) while the Commander proceeds with the rescue and captures the nearby plant and places mass storage to store any excess mass accumulated while walking to capture / build new mexs to avoid unnecessary wait times. (The starting base is at this point expendable). It gives you more initial mass and power boosts as well as access to T3 immediately five minutes in the game.
  • SAM sites first, then engineering facilities once the coast is clear. They're faster than T3 engineers, but if there's ASF's, they'll destroy them (and can break any shields that happen to get in their way quite easily). This eventually leads to a T3 gunship per 15-20 seconds. (To put it in perspective, it takes 2m 30s to build one unassisted)
  • Don't establish mexs at the west firebase - nice mass boost, but it's too difficult to defend against gunships.
  • You can use 25 gunships to destroy Hex5's base and ACU, provided you get them on the far right edge of the map and move south. You also need spy planes to see through the cloak field.
  • Upcoming ASFs are used to defend Brackman as he makes his way north. Don't take a straight line there - head to the east and then north.
  • I was lucky that (1) Soul Rippers didn't intercept him, and that (2) Fletcher survived the attack (due to Hex5's early defeat he is typically not well enough prepared to fend off attcks, let alone two experimentals)

Mission 6 (updated):

  • Built a quantum gateway in order to produce SACUs for the battle ahead.
  • To build experimentals quickly, you simply need to supply the power, and one SACU collects from experimentals debris, while building experimentals of your own. You still need the anti-air.
  • Need two Czars to eliminate both Arnold / Victoria and advance to the next stage. If both are defeated at the same time only one cutscene plays.
  • GC's built after Quantum Rift is seen, otherwise three Strategic bombers appear for each GC (whether alive or partially built), which is painful without huge amounts of anti-air.
  • You'll need five GC's to destroy the quantum gate, and more if you're going to take out the ACU to complete the secondary objective. The backup was necessary since one of the GC's consistently missed the ACU.
  • It is also possible to mass Czars (the enemy doesn't send enough ASF's to be considered a major threat) and send them towards the gate, ending up with a completion time of around 27 minutes.

Tuesday, August 21, 2012

Bubble Safari: Invites Required Within 7 Minutes


When you reach this screen, you're done.

Bubble Safari is probably the worst offender in invite sending and game progression.

There was a report by Kotaku about the time it takes before either sending requests to friends or paying in Mafia Wars 2 to proceed in the game. Bubble Safari sets a new record for this, rolling out your first wall post within the first minute of gameplay (if you're not careful with unchecking the small 'share coins' box in the corner) and requiring you to invite more friends around 7 minutes in.

After so many people sent me requests to this game, I've decided to try it out, since it must be popular... or something. I was wrong about this.

Played through five levels of what is just Zynga's version of a bubble shooter (which are more like tutorial levels), and ended up with the above screen. An ordinary 'require friends to proceed' page, right? Not exactly.

Not only do you have to send requests to three different friends (and maybe more later on), but you have to send these requests to friends not already using the app, and they have to play the game and press the accept button from there. This, of course, is not guaranteed to occur unless you happen to control the accounts that you sent your requests to. (If they have a stance about multiple accounts, they're doing a very good job promoting them.)

Although you can skip this once using the premium cash given to you at the start of the game (which lets you go through around 10 more levels), you have to do the invite process at least five more times throughout the course of the game (total of 15+ new friends invited, provided another person didn't get to them first), and you can't grind premium cash by leveling up, completing missions, etc.

Seeing there's no way to really progress through the entire game, let alone 10% of it without bothering my 'actual' friends with requests in order to proceed, I promptly removed the app.

Monday, August 20, 2012

Laptops: Which one?

Given that many people are once again returning to college, the question remains as to which laptop to choose from. Choose carefully, as the wrong laptop type can actually hinder your performance a bit.

Background:

A year after I purchased my netbook for college, I found its performance lacking for the type of work that I will typically do on it. That was the Acer AO-722, a small $330 netbook that's more or less intended for internet browing and light work.

By going for the smallest (and by small, a laptop big enough to cause the internal GPU to not burn out making the laptop unusable) and cheapest available to do work, it suffered many performance hits while doing everyday tasks. With its measly 2GB of RAM, the background programs alone ate up half my usable memory. Firefox would freeze occassionally as it struggled to handle no less than twenty tabs at a time. Programming (with two monitors) didn't turn out too well, and compiling was a huge pain time-wise. (The processor is dual core 1Ghz, if you were wondering.)

I needed something that would handle all of these tasks, yet still be inexpensive. In the end, I chose an SSD-ultrabook for my needs.

Which Laptop?

Here's a brief pros and cons for each laptop type.

Netbooks

When they said it would be designed for light computing, they're very serious about it. Extremely inexpensive.

  • Exceptional battery power (five hours max)
  • Very small, so you can take it practically anywhere with ease.
  • Very low processing power
  • Low amounts of RAM (an integrated video card will consume a fraction of what little ram you've got, up to at least half)

Ultrabooks

Ultra light but somewhat expensive for its specs.

  • Extremely light (less than four pounds or so) and thin
  • Should have a USB 3.0 drive, for fast data transfer
  • Long battery life
  • Components (including batteries) are typically not removable, limiting expansion options. That's how they make slim sizes possible.
  • If it includes an SSD, it might not have a large capacity. Not advised to upgrade the SSD as they're typically mini-SATA's or something smaller than that, and they're pretty expensive. Recommended would be either portable hard drives or high capacity SD Cards with a UHS-1 rating or better, they usually fit into the card reader perfectly without anything sticking out while retaining the speed of a standard 7200rpm desktop hard drive.


128 GB SSD with 32GB extra storage via SD Card

Standard Laptops

Price range can vary greatly depending on what features you want and how powerful the laptop is. They're typically 14-17 inches in size.

  • Cost really depends on what you want on it and the brand (I've had better reliability with non-HP laptops)
  • Most common laptop type around.
  • Battery power typically ranges around 2-3 hours
  • Some parts can be upgraded or replaced if necessary.
  • Typically have a DVD drive

Gaming Laptops

Top of the line. They're typically bulky but it's your best bet if you need the extra power but can't afford to carry a desktop around.

  • Very fast, very expensive.
  • Typically contains a decent mobile graphics card (and you'll need a large body to offset that, anything like 13 inches and it'll have trouble dissipating heat fast enough.)
  • Some CS students use these at LAN parties.

Wednesday, August 15, 2012

Focus: Tech Reviews

I've just noticed today on my stats that my recent review on the router published a week ago exceeds that of Zuma Blitz material, something that no post has ever done since it was first published in January 2011. I think it's due to a falling userbase that helped push another post to the top, at least until the remake launches.

Given the recent success of my first Tech Review, future tech reviews on various products will now be a regular feature, which was was one of the original intentions of this blog. It allows me to post much longer in-depth reviews compared to that of other sites, which I have to keep it brief. However, everything I review here is (at this time) from my own budget, meaning that I have to purchase what I intend to review. As a result, reviews might be few and far between.

I might accept product review requests in the future, but not right now.