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Wow Weskurrrrrrrrr.  Thank you so much for this man.  This will help with practice and routing tremendously Cheesy
Edit history:
Weskurrr: 2014-04-19 11:23:07 pm
Weskurrr: 2014-04-19 11:21:09 pm
Weskurrr: 2014-04-19 11:20:13 pm
Well, here are the saves. I made saves for the parts that most people might want to practice over and over. These pretty much cover the entire game, but unfortunately, the select door glitch isn't preserved in any of the saves, so it won't be completely...uh...realistic, in terms of the run. Still, I imagine that they can be useful for routing and practice; I know I'll be using the Grand Temple saves a lot in the next few days. I mentioned the instructions in a previous post, but I thought I'd drop them here as well:

1. Find your Guac save folder. This will be in your Steam directory, under Steam\userdata\SteamID (it will be a string of numbers)\214770\remote. For example, mine is D:\Steam\userdata\24681300\214770\remote

2. For ease of use, I'd suggest extracting ALL of these saves in there (don't worry, they won't bite. Or byte, in this case? I dunno).

3. Create a shortcut to this folder on your desktop/taskbar/wherever for the sake of your sanity.

4. To use a save, make a copy of it, delete save.dat, and rename the copied save to save.dat. Restart Guacamelee if it was running already.

That's about it. Somewhere down the line, I plan on making a savegame manager that will allow one to swap these out a lot easier, but my knowledge of programming is extremely limited at this point. ETA unknown, lol, but it's something I intend on learning.

EDIT: Now with raunchy mirror action!

UNRELATED EDIT: Happy 420/Easter.
Attachment:
Edit history:
FriedEel: 2014-04-20 05:14:54 am
Weskurrr, this is amazing! Awesome idea and thanks for going through all of the trouble creating a .rar for the save files.

Cannot quantify how much time this is going to save for practicing, as well as the flexibility to practice different tricks at any given time. Great work man, and thank you again!

An idea regarding the savegame manager, it'd be relatively crude but I think everything we need is in the FileSystemUtils class (at least as far as Java goes). I could write some pretty simple code to automatically remove the save.dat file, and create a copy of the desired save state from a list of selections - which would of course be given an output name of save.dat to replace the removed file. In the same manner you could create a "save game" button that asks for user input and creates a copy of the current save.dat file with the user's input as the file name.

I'm not the best at outputting things onto a GUI, heck since I've been forced into VBA with my job I've gotten pretty accustomed to the Windows "form" creation tools. Protongue, I know you work with code, does this sound like something you'd want to work on? Maybe at the same time Weskurrr could get some programming experience! Would be a fun little project.
Edit history:
Protongue: 2014-04-20 09:04:17 am
Great idea with the save states! In addition to practice, I might set aside a save state for El Infierno runs Smiley

I would be happy to assist with the save file utility. Although there are general programs out there for this purpose (e.g., GameSave Manager), a utility dedicated to Guacamelee which allows us to quickly create, label, and load our game saves would be much more practical. As a starting point, I could create a prototype in Java over the next couple days and share the code with you all.

Weskurrr, since this is your idea, would you be cool with me providing some initial programming for the save file utility? We can share the source code so you, Eel, myself, and anyone else interested can contribute (even open source it if you're all on board).
Edit history:
Weskurrr: 2014-04-20 08:31:21 pm
Sure thing! Like Eel said, this'll be a good opportunity for me to learn about programming and get started. Plus, this is something I wanna play around with to make things more efficient for practice. I'm thinking of studying the 100% route so that I can make appropriate saves for that, as I imagine there are a LOT of parts one would want to practice there.
Good guy Protongue - what a remarkably cool offer man. If you're willing to do all of that work then I'm not sure what more I can offer, I think structurally sound code may be easier found in your brain than mine! If you wanted to go the open source route, know that I'm going to opt to the two of you as the decision makers: Protongue for the code, and Weskurrr for the original idea. Please do whatever is comfortable with you guys, and let me know if I can help in any way! <3

In other news I'm going to start really trying to grind out some cool 1p2c strats. This is the first video in a series of x strategies:

Edit history:
FriedEel: 2014-04-22 10:13:25 pm
Amendment to 1p2c strats for arena 1:

Edit history:
Weskurrr: 2014-04-22 10:03:38 pm
Quote from FriedEel:
Amendment to 1c2p strats for arena 1:



Doc Ock strats! I can't wait to see how you approach other arenas using this method. Are you using OBS or Xsplit to record locally?
Edit history:
FriedEel: 2014-04-23 02:10:40 am
Yup, just using the local recording option on Xsplit.

More 1c2p strats, and also something very interesting... it looks like the French dialogue might be faster:



I just started playing the intro and after the barrel breaking scene Fray's dialogue is definitely one block shorter. Normally the end portion of that little intro after meeting El Presidente's Daughter when the "fireworks" go off it's 3 boxes then 2 - only 2 and 2 in French.

Update:

- After defeating the first set of skeletons, Fray takes 5 boxes instead of 4 (+1)
- Jaguavier first encounter is dropped down to only 4 dialog boxes. Instead of 2 -> no -> 2 -> 3, it is now 1 -> no -> 1 -> 1 (-3)
- Santa Luchita entrance wimp: instead of 2 -> 2 -> 3, it is now 1 -> 1 -> 3 (-2)

More to come in a Spreadsheet
https://docs.google.com/spreadsheets/d/1x68MowqLsnYHvsLrMr8FzNc_4l8TopHATz6eGpJw5QA/edit?usp=sharing

Went ahead and started it but I gotta get going to work. At Olmec's head French dialogue has 7 boxes less so looking like significant time to be saved.
Sacre bleu! This is basically a free PB right here if you play well, at least, it's looking that way so far. I wish there was a Japanese version of this game. =P
Edit history:
Protongue: 2014-04-23 02:13:16 pm
Protongue: 2014-04-23 02:11:48 pm
Very cool idea to investigate language dialog count differences, Eel! Select door's tendency to change the language to French was telling you something Tongue .

With some timely quits and language swaps after dialogs, it might be possible to assess all languages during a single playthrough. But it might be faster to play through the game 6 times, rather than swap languages so frequently. If it seems faster to play through the game once per language, I'd be happy to assess a language or two following your spreadsheet layout. Let me know what you think!
Edit history:
FriedEel: 2014-04-23 04:39:19 pm
Sounds great Protongue! I've gone ahead and completed the layout and finished the entries for both French and the first half of Spanish (let's plays of the game very helpful). http://tinyurl.com/nx3a9c9

Send me your e-mail and I'll add you to the user edit list if you want to pick a language!

The spreadsheet is conditionally formatted to highlight the cell red if there are more dialog boxes than the English version and green if there are less. I went ahead and removed the conditional format for all of the blank cells (so they wouldn't all show up green), but all I need is the raw data and I can quickly juxtapose it across the board. I'll probably do one more language myself after Espanol.
Awesome, I just sent you a private message on the forum with my email, Eel. I'd be willing to take on Italian, and should have time to finish it by tomorrow evening.
I know in Wind Waker HD Italian is the fastest language.
I finished the translation dialog counts for Italian and Portuguese last night, and they're both a few dialogs longer than English. I was hoping that Italian would be fastest for the same reason Nil8r!

The initial version of the Guacamelee! Save Manager is ready for use/testing. It's called GuacaSave - try it out when you have a chance!
Demonstration video:
Download link: https://github.com/protongue/guacasave/raw/master/guacasave/build/guacasave.jar
GitHub page (source code): https://github.com/protongue/guacasave

If any of you would like to contribute to the code, just let me know and we can arrange that on GitHub. Also let me know if you encounter any issues or have change/feature requests.
Glorious, amazing, I love you I love you.
You guys are so awesome for this.  Thank you so much Smiley
Edit history:
Weskurrr: 2014-04-24 05:51:48 pm
Wicked sick! Thank you PT!

Btw, are you guys up for racing this weekend? I'm totally open on Sunday, and I can manage early Saturday afternoon or late in the evening.
I'm gonna be busy all day Saturday.  I'm down with making the Sunday race a weekly thing, it just happened that what would've been the 2nd weekly race occured on Easter.  4PM EST every Sunday is a great time for me Smiley
Thanks guys Smiley

A race at 4 PM EDT this Sunday works for me too!
I'm in for the 4 PM EDT race, also Protongue, just got finished testing out the GuacaSave - it works great man. Also looked at your code on GitHub, you write beautiful code /swoon. Also, thanks for doing the two languages, I need to get to woooork. I usually get Fridays off but I have to go into the office tomorrow for a meeting, but should have time this weekend to sit down with everything.

Either way, looking forward to the race.
Thought this might be useful:

I'm down for the race tomorrow at 4 EDT as well.

Also, that Roll Cancel timing is pretty precise! I could practice it for hours...and I probably will end up doing just that, lol
Well, my internet is... not cooperating to say the least.  I'm working on fixing it, but it seems  I may not be able to join the race :/