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About Fonze

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  1. Fonze

    Share a random fact about yourself

    What's not true; what you said before or what you're backtracking on? Because the zdoom family of ports doesn't run on Doom's engine and is about as derived of it as gba's jaguar.
  2. Fonze

    Share a random fact about yourself

    Guess you never played brutal doom on gzdoom, huh?
  3. Fonze

    Kakuro Puzzles

    Ah ok, interesting. I'm about in the same boat then; I've only attempted 13 expert puzzles and finished 10, with times ranging from under 8 to over 90. I don't use the hint feature, since that only accomplishes the basics of what I do automatically already anyway, plus it's a bit confusing to look at. Ironically, when I first started using this program and hit the first couple puzzles that wound up taking over an hour to complete, using the hint feature never actually helped me, lol. More recently I've been trying to stay away from guessing and checking too, attempting to stick only to logical deductions, but I need to figure out or learn an actual system to compare the conflicts between separate rows and columns to avoid having to do this for the extreme cases. Truth be told though I don't understand the spreadsheet method as much as I'd like to; I think that is one of the things that could take these expert level puzzles down to the average times I get on other difficulties. If you want to try to detail out some other strategies you've picked up on I'm sure the terminology won't hinder understanding too much :) and I'll prolly add it the OP, along with any other stuff I think of. Next puzzle I do where I split a row/column I'll grab a screenie of to use as an example and add that to the OP as well. As a note to others: while yes, there is some arithmetic to be done with these, they are far more logic problems than math ones, and the logical strategies to solve these are much more rewarding than sudoku for the extra layer of depth within the puzzle's design.
  4. Fonze

    Kakuro Puzzles

    Hell yeah empyre; what skill level do you play on? Do you have any additional tips, tricks, or strats to add? I'd love to hear about some other ways people approach these puzzles :)
  5. Fonze

    Kakuro Puzzles

    Lol, glad it stirred your interest :) I kinda forgot to talk about the Real Kakuro app, but it's on google play and available for android devices, maybe available for other devices but I have no idea. In any case, it is damn-near the perfect kakuro app, containing 5 difficulty levels and like 600 puzzles a piece for 3000 total or some rediculous number like that. The only things that could make it better to me would be the addition of multiple layers for penciling notes in, the ability to utilize algebraic equations in-game, and possibly a zoom feature since that writing would be reeeaaallly tiny on a phone screen, heh. Aside from that, which to be fair I never would have considered months ago, it's the perfect kakuro app and I don't see myself finishing it any time soon, though some of the expert level ones and one-or-two of the challenging level ones have murdered my soul, taking over an hour to solve. Those are best put down and come back to at the end of the page, (grouping of 20) lol. That said most of even the challenging ones have been <10 minutes iirc. On that note it would be cool to have some casual competition for good blind times lol. @Garrett I did link the app page on the google play website, but idk that it'll let you play in-browser and idk if that'll work easily on computer. Likely you'd need an android emulator or something I guess; idk. Prolly are some good websites out there to play on in-browser though; I never checked for them since I got this app.
  6. Fonze

    Kakuro Puzzles

    I've always been a fan of puzzles, riddles, and logic problems, from when I was a child, snatching sheets from newspapers, to now, when I'm away from the house and bored on my phone. Among my favorites were always the number puzzles, as well as the more logically-driven ones; crosswords and the like played too much on word/language knowledge for me while younger so I never got much into them beyond cryptograms, which I only started later on because my mom liked them and I miss her. However my bread and butter were always the number games, from the math-y 3x3s/4x4s to sudoku puzzles, and to two of my favorites: word math and kakuro. All of these puzzles, as well as the other myriad of fun puzzles, could use some nerd discussion on these forums I think, especially some of them who's intricacies aren't as well documented, easy to find, or give only basic knowledge with little discussion for the advanced levels, however this thread is about kakuro and those reasons wrt kakuro are partially why I wasted my time typing this, heh. What is kakuro? Kakuro is like a genetic deformity as a result of the improper crossbreeding of a crossword puzzle and sudoku. Given that, it maintains a lot of the rules you'd expect to find: 1 digit per box, value of 1-9 Numbers cannot repeat in same immediate row/column (or same sum) Clues are given in the form of vertical and horizontal numbers which all digits must add up to Now given these rules, you can start to see how this becomes more of a logic issue than a math one, and the puzzles get much more in-depth both logically and mathematically than sudoku, though sudoku actually involves no math so any#>0 heh. Now that's all well and good, but this isn't just an appreciation thread; I'd like to talk about some of the strategies behind playing the game and with any luck, hopefully I can learn some stuff from others here to help me solve puzzles more effectively. So with that, I'll start with some basics and then get into the fun stuff. First a basic puzzle: (Real Kakuro Easy 16) So first things first let's just take a look at how the puzzle is laid out: the clues are written to be across and down, as with a crossword puzzle, so from their half of the diagonally divided squares their answers go either to the right or down. I'll get more into the Real Karuro app later, but the important thing to note is that it allows us to pencil/pen in numbers. Most of it should be self-explanatory but hopefully that short description will get us all looking at the puzzle layout the same. So we understand the layout, the rules and the goal; now let's get into how to solve it. So uuggghhhh ermagerd now we gotta do math, shoot me now. Good news though: it's not that bad and as with most both math-y and logical things there are patterns for us to find and utilize! Let's start with some easy squares, say, the 2x2 section in the top-left. Notice how small some of these numbers are, as well as the number of blocks? This is good news for us because it makes things easy. 3 can only be made up of 1 and 2, while 4 can only be made up of 1 and 3. Before you even begin to pencil in numbers you can see the discrepancy between the 2 clues wrt their shared square: the top-left-most square of the puzzle. One clue says no 2 while the other says no 3, with both agreeing on the 1, so the top-left square is a 1. This then means that the square below has to be a 2, and the square to the right has to be a 3. Looking at the clue of 6 with a 2 penned in beside it, it is clear that the last square of this 2x2 portion must be a 4. This is an example of one of the most basic patterns we will use to solve these puzzles. Also, just as this holds true for the lower numbers, so does it hold true for the upper register. 17 divided into 2 squares can only be an 8 and a 9, while 16 into 2 can only be a 7 and a 9. There is a pattern to all numbers of squares per clue which we will use to start the puzzle off with the most info possible. In the process of this first, basic step we will also likely solve this entire puzzle. See if you can do it on your own; the rest of it will be in a spoiler after this next small section. This is a listing of the numbers of squares and the clues that make for unique combinations of digits: (Picture courtesy of Sourendu Gupta's Kakuro site; pic's source found here) This list is your friend and while you will figure it out on your own, seeing it makes things much easier from the get-go. Notice how the closer the number of blocks is towards the center, (5) the more precarious the combinations become. In truth, 2 blocks are as easy as 8, 3 as 7, 4 and 6 ain't too bad, and 9 has all numbers in it. 5 tends to have the worst patterns, as it has the greatest difference between the lowest and highest numbers it can accommodate. For 8 squares, subtract the clue from 45 and you have your missing number; for 7 subtract the same, then divy that number amongst two possibilities to be left out, and so on. Also note other (negative or exclusive) combinations of numbers, such as that a 22 into 3 squares cannot have numbers 1-4 in any square, etc. Now, knowing this let's do this 'easy 16' puzzle: Ok so that's the easy stuff, and to be fair that knowledge, plus not being shy of doing lots of basic math on possibilities to whittle down some numbers, (and therein learning more of the patterns) will take you pretty far, but now let's get into the fun stuff that will take you much further than the basics can. Don't be afraid of 3x2 sections, or weird joinings of 2x2 and/or 3x2 sections; the hardest puzzles from my experience are shaped like squares made up of 1x-wide sections with 2x2s mixed in. Larger pieces just require a new pattern and keep a mind on how numbers fit together in rows/columns of each size. This first piece of knowledge I figured out on my own, but it's actually just the inverse property of a far more advanced (what I'm gonna call a) trick involving comparing the clues against each other to find the difference in certain, strategic squares or groups. I originally posted this here, but I'll just quote the relevant part for convenience: This is a very useful piece of info to have, but even that pales in comparison to what Mr. Gupta's site showed me: The divide and conquer trick (and yeah I think the word "trick" sums it up well because of how stupidly easy it can make some select impossible-or-really-tough-seeming situations) can be used to massive effect in far more places than this guide even covers. Places such as these are great because when one box is being looked at, the total difference is equal to the number in that box, but who says you can't do the same for a place with 2 boxes? Or what about when used to find out the totals of 2 smaller sections of a row or column split by known digits? (Or digits who's total is known, for that matter). Or what about if you use it to split a puzzle in half? As you can see there are many, many uses for this trick which will compliment the math-y/logical diligence you've accumulated thus far. In case the example there didn't help enough, here is another example which may be of some use: Let's just look at the red and blue sections for now: - Starting with the top-right, we have 17+3-(10+12)=(-)2. We can drop the negative because we are just focused on the number as a difference, so it's positive/negative relation to zero is not important. Notice what this does though: it compares the values of each of the squares against each other, except for one, which is different, ie the difference. So that red circle in-between the 12 and 22 in the top-right is a 2. Likewise, the blue circle to the right of that is 10, which isn't so important here but is important when we split rows/columns. In this case the 3 can only be a 1 or 2, which conflicts in the lower box with the 2 we just found via 'divide and conquer,' so that all pieces in on its own. - The bottom-left red circle can be found in the same way: 3+4-(3+8)=4; the red circle is 4. The blue circle can only hold a 1 and a 3 for both of its squares. In this case as well, knowledge of the blue circle is redundant since the vertical 4 and horizontal 3 conflict, giving a 1 for that square and solving the section regardless. - Moving on to the green/orange and starting with the top-left: 15+14-(16+38)=25; the green circle adds up to 25 while the orange adds up to 13. Unfortunately this example sux and this does us no good yet here. Ironically this 2x2 is easily solvable by noticing the conflict between the vertical 16 and the horizontal 14: 16 into 2 is 7 and 9, but 14 into 2 cannot have 2 7s, so the conflicting square has to be a 9, making the square above a 7, with an 8 above and 5 below in the orange circle. - In the bottom-right we have 15+11-(17+38)=29; the green is 29 and the orange is 9. Now, this may not seem like it does us much good here, but I can tell you something else about that column: 38 into 6 boxes is a unique combination of 3 + 5-9. (3, 5, 6, 7, 8, 9) What can add up to 9 in that collection of numbers? Only 3 and 6, so the orange box is comprised of a 3 and a 6. Now we can solve that 2x2: the horizontal 15 cannot have a 3, so that's our 6 and the horizontal 11 gets the 3. This leaves a 9 and 8 respectively, which is also the numbers we need for our vertical 17. The rest does us no good without doing other stuff to the puzzle so I'll leave that example there in case you want to solve the rest on your own :) Start with the 2 remaining "real" 2x2s and work your way from there. Notice the vertical 21 and 22 clues. As a final example of this method, I want to share this puzzle: Look at the highlighted box and tell me if you think I can tell you what it is using this method. (don't really tell me that) Spoiler: I can. I can even tell you the value of the box on the left side of the puzzle, in the column of the clue valued at 29 and row of the clue valued 11 simply by using this complicated method. Joking aside it's actually very easy, if a bit tedious, but let's dive in using the same logic we used before. So if I add all the rows and columns that encompass an area, while only leaving either a row or column with squares only they cover, I can find out how much those squares' totals are valued at. So math time; no fancy squigglies this time, but hopefully it'll be easy to follow along. Hey maybe the squigglies made the last pic look complicated, heh. Anyway, we will be targeting the two squares I mentioned from the top half of the puzzle. Given that, we will want to use this on the columns, so we will start counting with the rows. Note that as we do this some squares have been solved already; the best way to deal with this and not get confused is to simply subtract them from their respective clues. So the horizontal 21 becomes an 18, the horizontal 31 becomes a 27, the horzontal 18 becomes a 17, and the vertical 3 and 4 are both canceled out. Thus we have: 9+13+18+27+17+16[100]-(29+10+23+30+24)[116]=16; the two squares in question must add up to 16. Well only one combination of 2 squares equals 16, so 7 and 9 it is: From here we can figure out what those two squares are stupidly easily. Look at the column for the vertical clue of 30 in the top-right. 7 and 9 in 2 squares means the top square is 8, plus 6 can only go in the second square anyway. Knowing the top square is an 8 makes the far top-right-most square a 9, which makes the square 2 squares below that a 7, and the middle one an 8. That right hand square of the horizontal clue of 16 being a 7 makes the left hand square a 9, which means that the first square in question from way back when has to be a 7, which in turn not only gives some nearby squares, but that also means that the other square in question from way back when must be a 9. Fml what just happened to this puzzle? Lol gg From here some basic clean-up and a little math will take you the rest of the way. There are prolly some other things I'm forgetting to mention, but I'd highly recommend, if you are interested in these, both looking at Mr. Gupta's site and looking into the Real Kakuro app. I would love to stir some discussion on this as I'm sure there are still many strategies, tips, and tricks I do not understand or know of yet and which would help me on some of the more nefarious puzzles/designs. Before I close I would also like to link another part of Mr. Gupta's tutorial which honestly I just do not understand beyond the first, basic part, lol: Hopefully this will spark some interest/discussion that everybody interested, myself included, can learn from and maybe even introduce new people to something they may enjoy. Happy solving :)
  7. Fonze

    Stealth Archvile Fight?

    Flat means that something lacks depth and can typically be viewed from one perspective. This can be encounters that are set up in a way that gives them little to no real variability, strategy, or prioritization required to win, or in this case quite literally just a flat area, as per your description, which I'll relink for you since apparently you forgot your own OP: Tropes aren't automatically invalid, but saying something is a trope implies that it is at least a relatively common pattern, and let's be honest, we've all played the 'AV released at the end of the map in a sea of corpses' hundreds, if not thousands of times, but to top it all off your example brings nothing new to the table. Personally I don't mind that particular trope, indeed it is one of the niches AVs fill, but it is undoubtedly lazy design if your final fight is 1: supposed to be climactic and 2: tries to achieve that through this trope alone. Truth be told your a special little snowflake who has the memory of a chipmunk on crack. Put down the drugs and reread your OP; here I'll link it for you again after this next paragraph: More truth be told, if you ever finish this, I wont have or care to make the time to play it; I'm surprised I'm even wasting the time to reply seriously to you right now instead of just making fun of you and leaving it at that. Lazy design is not mutually exclusive with good/bad design. See this part where you literally asked for opinions? That's what I was responding to. Now, I didn't mean to hurt your fee-fees; it's obvious you consider you and your ideas to be one in the same but good news that's not the case; we all have underbaked ideas at times. You even just said the exact reason why I even bothered to respond to this stupid thread in the first place: This ^ After hours this is all you have to work with because you don't know any better, which is why I was trying to educate you a bit on how veterans will see/approach playing or designing a map's "final" encounter. Just like the newproject tag keep in mind we've already seen thousands of wads take the same cop-out you detailed here. I've done it a few times, except with non-invisible AVs because I want people to generally like my shitty maps. This all goes back to the "flat" comment in that the encounter you describe requires enough literally flat land in order to accommodate both 1 a sea of corpses and 2 and AV to be able to walk over all of them. If you focus more on establishing a good flow with fun height variation it may set you up to build an encounter even you will find more satisfying. Now I could have said "wow that sounds awesome breh!" but it would have been a lie that would have only set you up for a worse failure in the form of your map's ultimate encounter flopping among players than simply an unimplemented or at least unreleased idea hitting the cutting room floor; you're welcome. It wouldnt have done you any good (and arguably could have done more harm than good) for me to be anything but honest when you literally asked for opinions, and what I said is not only my views, (though my views have trended towards the "DW-center" over time) but also the same views I've seen expressed by a great many people here more knowledgeable than me and stuff that's even been said specifically towards me, once again by people far more knowledgeable than I. And im sorry for not taking the time before to fully detail why i said what i said, but by the same token if you just play more pwads you'll see exactly why on your own, so I figured it was pretty self-explanatory. I just want to know why you responded this late to my reply in the disrespectful, asinine way you did. Please be a bit more humble in the future, respect the knowledge of others, and don't insult me or tell me to suck an egg when I was actually being helpful, even if you were too ignorant to realize it earlier. That (being a dick to those trying to help you) is just gonna cause people to not want to interact with you. Good luck to you in the future; play pwads.
  8. Fonze

    Post Your Doom Picture (Part 2)

    Hmmm... I'm no expert, but I think you're missing these:
  9. 3d floors are made using a control sector who's floor and ceiling heights determine the 3d ceiling/floor, so no, there is no default height for them; that's just a common aesthetic people use. Also, as stated by others here: don't try to make Doom make sense. Doom's general design lends itself best to abstract environments rather than realistic ones, both for gameplay reasons and aesthetics. That all said, I would agree with the notion that 16x tall 3d floors are a bit over-common and could use some extra detailing to not make them look like standard "platforms."
  10. Fonze

    Stealth Archvile Fight?

    Honestly, even as somebody who loves AVs, this sounds like the opposite of fun to me and is yet another great example of boss mobs being unnecessary. Imagine how players are going to react when the average player 1: dislikes AVs in general, 2: considers it lazy design in modern times to do the trope of releasing an AV at the end of a map in a sea of corpses, and 3: hates stealth monsters. Here's an idea: how about making a large-scale encounter that isn't so flat from a gameplay perspective?
  11. Fonze

    MEMBRANE - Commercial Alien Shooter made in GZDoom

    I remember playing a demo of this a while ago; was fun and showed potential. Prolly won't be paying for it but I am interested to see it's development; Don's work is impressive. I hope this recent stuff gets sorted out.
  12. Fonze

    The Doom Confessional Booth

  13. I'll preface this by saying I'm prolly not the target audience for this question. That said, I never turn off autoaim; if it's that important the mod can do it for me, such as if a mod actually uses hitboxes on enemies for stuff like headshots/etc, but this kinda seems more like a projectile-based question than one for both projectiles and hitscans. Perhaps I play way too little zdoom/etc, but I can't say I ever get into situations where I would even want autoaim to be off. The only times autoaim destroys a good shot is either when you're cheesing an encounter anyway, or when monster placement is flawed in the first place and turning off autoaim is one's way of covering up their bad design decision because we tend to view our creations with flowery-eyes, such as placing a rev up on a platform way up high so rockets take longer to reach them than their firing animation holds them in place, which are about the only situations where autoaim can be detrimental, and even then it's just a sense of tedium that is being fought. Otherwise the player moves so fast that it really makes no difference one way or the other. Empyre's comment does bring another decent situation to mind though, which is for dm's. I will sometimes turn autoaim off for specifically ns dm's for the fact that autoaim actually makes it tougher to aim at your target's feet and thus rockets can easily fly past their target. Turning autoaim off allows players to freely fire rockets at their target's feet so the rockets don't fly past their target uselessly. Though even for dm's I'd rather play with as-close-to-default-settings as possible so I'm on about the same level control-wise as other players, and thus I basically just let the wads/mods handle that for me.