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Zelazon
Retired music designer and retired tournament gamer.
Commentator for current state of gaming.

Age 37

Joined on 1/14/24

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Zelazon's News

Posted by Zelazon - June 29th, 2024


Pretty good.


http://sndup.net/szw2r


http://sndup.net/wk6gr


They refused to let me share one of my vocal recordings for testing, so here is it.


Additional:


After listening to it, some of the ideas that I was intending with these songs were kind of changed to fit a different feel than I was intending. I like them, but as someone who is extremely proficient at creating song, it's only as good as the AI can provide, but I think it's just easier for an experience to create something better.


I just see too many limitation that are worse then Soundgoodizer or OTT (don't know if they're still used these days), but I just don't know how you can beat an NGADM artist with AI songs.


Posted by Zelazon - June 16th, 2024


How the game even got published on steam is anyone's guess.


These days, it's pretty easy to draft up custom work and generative music for a custom game, but as I continued with the game, I noticed myself that the formulas that the game used is not working at all.


The main problem is the default damage formula, which is the following:


a.atk * 4 - b.def * 2


The "a" points to the entity or person using the attack, and "b" points to the target of the attack.


The formula at first seemed pretty basic, and doesn't really draw any sort of ire from any direction. The formula looks to be solid enough to get through a play through without much problems. What I ran into first is that my stats on initialization were so poorly forthcoming that the damage required massive changes to the character themselves to be able to damage properly.


You may ask me why this is even a problem to worry about, which I will get to.


So, if you have problem with a +10 sword, you should not get a 300 attack damage buff by having a +10 sword vs. a +1 sword. The formula was so out of wack that I had to divide the formula, add extra calculation, and do a whole lot of changes that would be a nightmare for a mathematician because I had though I got the formula correct for late game, but when I changed my defenses to be reduced to no defenses, my character was receiving no damage.


For some reason, their formula seems to be increasing the damage that the character received upon receiving more defense.


I don't know why this happened, but RPG Maker XP (many years ago) did not have this problem. It used to be solid as designing your own RPG, but now it's just that the formula is damaged to the point of being unplayable.


Why on an advance scale this matter is because with AI technology, I was able to develop a slot machine in the game that could calculate the value of each roll and result in a certain winning with the following formula:


Control Variables: #0001 Slot1 = Random No. (1..5)
Control Variables: #0002 Slot2 = Random No. (1..5)
Control Variables: #0003 Slot3 = Random No. (1..5)

Text: Slot Results: \V[1] \V[2] \V[3]

Conditional Branch: Variable [Slot1] == Variable [Slot2]
 Conditional Branch: Variable [Slot2] == Variable [Slot3]
   Control Variables: #0004 Prize = 0
   Conditional Branch: Variable [Slot1] == 1
     Control Variables: #0004 Prize = 100
   Else
     Conditional Branch: Variable [Slot1] == 2
       Control Variables: #0004 Prize = 200
     Else
       Conditional Branch: Variable [Slot1] == 3
         Control Variables: #0004 Prize = 300
       Else
         // Add more conditional branches as needed
       Branch End
     Branch End
   Branch End

   Text: You win \V[4] gold!
   Change Gold: + \V[4]
   // Add other prize logic here
 Else
   Text: You lose!
   Control Variables: #0004 Prize = 0
 Branch End
Else
 Text: You lose!
 Control Variables: #0004 Prize = 0
Branch End


It's not complicated in it's own right, but it is something that need a little assistance in order to figure out how a slot machine would work (mostly for discovery). Where it went wrong is in the following formula to weight the amount of a single number would populate:


Common Event
◆Script:var weights = [1, 1, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5]; // Adjust the array to increase the chances of certain numbers
◆Script:var randomIndex = Math.floor(Math.random() * weights.length);
◆Script:$gameVariables.setValue(1, weights[randomIndex]);

Slot Machine Event
◆Common Event: Weighted Random
◆Control Variables: #0001 Slot1 = Script: $gameVariables.value(1)
◆Common Event: Weighted Random
◆Control Variables: #0002 Slot2 = Script: $gameVariables.value(1)
◆Common Event: Weighted Random
◆Control Variables: #0003 Slot3 = Script: $gameVariables.value(1)

◆Text: Slot Results
◆Text:\V[1] \V[2] \V[3]

◆If:Variable [Slot1] == Variable [Slot2]
 ◆If:Variable [Slot2] == Variable [Slot3]
   ◆Text:You win!
   ◆Control Variables: #0004 Prize = 100 // Example prize
   ◆Change Gold:+ \V[4]
 :Else
   ◆Text:You lose!
 :End
:Else
 ◆Text:You lose!
:End


For some reason, the formula not only bugged out, but it will not register the common event which call the event for the random number to generate a value from it so that the event can register the number correctly. This is a huge problem and a huge barrier because you cannot generate weighed randomized number without having the events populate the correct number from a set of numbers.


What this additionally means is that you essentially get weighted down with using static randomization because the number will only take in bare-scripted numbers of 1, 2, 3, 4, 5, 6, and so on, versus having the flexibility of weighed calculation and formulas that could have made for a more wholesome experience by having a meaningful formula that could have supported the game.


If you mess up the formula, the game is unplayable. Essentially, the scaling will be destroyed and there is no chance of repair because the game needs a fundamental rework.


Why I'm not considering upgrading is because if this was the problem, then RPG Maker MZ would have the same (or worse) flaws because XP didn't have the kinds of issues I am seeing today.


It's unfortunate that stuff like this kills the game.


Posted by Zelazon - June 15th, 2024


While I write from a back-up monitor I hoped not to used, I need to go over some things with the newest version of Stable Diffusion 3:


iu_1222299_20717386.webp

The old model that I had been using for attempting my so somewhat attempt of a game in RPG Maker MV, I found with Moonbeam, that it's been relatively useful, though quite a bit bashed at coming up with new monster design that AI can think of (it seems to be good a randomly generating monsters names that seems to populate an image).


However, with the newly release Stable Diffusion 3, these monsters though highly detailed are almost in the eyesore category versus the seamless designs that old configuration that many gambles would allows to permeate the AI image platform. Though I am little trusting of the AI monsters (please see aforementioned), I am quite on the fence about where the designed point of view is coming from due to having these now odd designs become the standard footprint:


The Fallen King (Boss) old design:


iu_1222300_20717386.webp


New Stable Diffusion:


iu_1222301_20717386.webp


A part of me wants to like the newly updated imagery, but considering that both architectures are asking for the same blueprint, I just don't know how I could fit the new design in. I have a little trepidation on how the change are not really taking a serious evaluation as to what they are expecting on the developer side, but just trying to incorporate as many details as possible without a meaningful approach to what the design is supposed to be. It just felt like too many people are trying to make something cool versus have designs that have proper implementation.


I'm just writing my thoughts as I was reviewing what it is today, and how it's changes dramatically over a single year. I don't really know what to make of the new designs, but I just think that maybe they should slow down and really think over the incorporation of the designs versus just trying to upgrade for no reason.


That's just me.


Posted by Zelazon - May 12th, 2024


Last week was rough...


I took a week off from my job to take a long-needed break from work, but something gave me the feeling that I should upload as many 8k videos as possible for some reason. So, I managed to upload like 10-15 8k videos and only two did not processed in the adequate format, which I utilized an external storage website to store the videos if viewers needed to see the videos.


I am so glad because I had a lingering worry that the tv that I was using, the LG Nanocell, wasn't quite up to task with keeping up with the resolution. One of the problems was that mediocre games like Phantasy Star Online would still keep the heat from the TV at a super-high temperature, and I had to stop using it from time to time so the TV could cool down. Last week, I was encoding the videos into a .webm format to make the rendering more efficient for playback on YouTube, when the lines started to form on the TV horizontally.


I am currently getting rid of the TV.


I had only had the TV for less than two years and this was not quite the first time it happened but is the first time where it has been entirely and reasonably overdramatic because the TVs at 8k resolution are too expensive to replace. When I got my Nanocell, I spend over $3,500 on it in prep for the resolution, and that TV is not even available at 65 inches. I had to save up a few months doing professional work, but it's been entirely jaw-dropping that I am directly experiencing that TV at this price range have this kind of problem.


I've tried to reason with myself on whether to spend the kind of money to replace the TV, but after my current experiences at this level, I just cannot think about it at this point without a monumental shift in reasonable prices and some sort of magic trick that will make it slightly feasible to go through this effort again. Seriously, I'm just taken aback at this point how the whole experience has been.


My first attempt to fix the problem was to buy a "8k" project which I am currently using. It's not good, I can barely see the words, and the resolution does not even show in 8k, which means I didn't waste too much money, but my projector is severely inefficient at the task expected at "4k" resolution.


I may still use the projector, but I'm not really going to hold my breath. If these companies cannot get their act together, I'm stuck in a bind because I just don't want a 65-inch monitor, and I need a better alternative for an 8k tv or monitor. I just don't have any good options, and it's sad to be in this state, but I took a risk and at least got the videos that I had made out. Better than nothing, I suppose.


I do not know when the fix could be, but it could take a few years.


Posted by Zelazon - April 29th, 2024


YouTube is good at many things, but horrible at uploading videos.


I've been using it for nearly over 15 years, and the problems have always been the same problems. Things take too long to upload, by they time they do, the video is not in the right format, and etc.


Today, It's hard trying to get around the fact by 2024, the problem has gotten significantly worse by providing no options for standard consumers who are looking to just post videos, and only want to offer pretend user services that cannot actually comply with their own advertisement.


It takes about 4+ days of uploading an 8k video (which at 10 minutes does average above 5 gigs of data for a video). Though the video is extremely large, it's just pretty sad that the video service has not come up with a good way of resolving this time disparity. Maybe I'm one of the few individuals who can just actively upload a video if necessary, but this problem has not changed since I started in late of 2022, and you wonder with these multibillion-dollar industries why they cannot get this problem corrected.


YouTube and similar companies always brand towards influences, but for influences, how can it go on this long that the company has not been notified of the lag it takes for uploading? It's one thing to be a college student uploading cool videos to friends, but at this kind of scale, this can ruin a lot of companies if they cannot get their resolution at the current standard of today. It is depressing that I am one of the few individuals who are actively pointing to this problem.


At some point, it has to be noticeable that something has failed. What do you do when you're talking about the primary company that's supposed to be state of the art, and they are still on square one with this issue? Maybe I'm being nitpicky, but the optimization should not be taking a week or more for a ten-minute video.


Maybe it will get better in 2028.


Posted by Zelazon - April 29th, 2024


Didn't know this existed (secretly):


Gamers' Bill Of Rights (gamersbillofrights.com)


iu_1196164_20717386.webp


Posted by Zelazon - April 23rd, 2024


iu_1193903_20717386.webp


The things you can make with AI has exceed expectation of energy and wit.


I cannot believe it. It is done.


Edit:


A SBS photo of space


iu_1194330_20717386.webp


1

Posted by Zelazon - April 22nd, 2024


Seriously.


Why would you do this to yourself.


I just do not know the kind of mind that would be stupid enough to try that type of movie.


I just had to say it.


WHY?


...


Serrated teeth like a shark... bloodlust like a werewolf...


An underaged female.


Why.


...


No matter who you are, just no.


No.


...


This website is already crazy enough with the type of content, but that movie beat it by a mile, and that's just judging the commercials.


1,000,000 miles.


Could go to Pluto miles.


...


I just had to say it.


Posted by Zelazon - April 18th, 2024


Where it used to be that creating a song was a monumental task in itself, I found myself naturally drawn towards the AI tools as I could finally independent from the dreaded relying on an independent artist of a friend or NG artist who may or may not have had time to represent the work I was looking for.


  1. What their thoughts are on a artwork is severely different than mines
  2. When you need the art is a different timeframe than theirs
  3. Intentionality matters


Why I say this this is because I have gotten leagues better with AI tools that it's sort of beating every expectation of what is required of an artist to be good at drafting up the AI art to tailor it to artist expression. As someone who is used to creating master-grade productions, it just seemed naive to stifle creativity since it was taking 40+ hours to draft a fully flesh-out song.


Why I say this is because with modern tools, I can look at an image like Turok 2 cover screen and do the following:


iu_1191296_20717386.webp

Turok 2 Cover Art


I can then process it to look like the following, which is super new but an awesome application of how to expand the image:


iu_1191298_20717386.webp


The image is successful rendered in an expansive 3d format that allows for you to import the image into blender. With blinder, you can use additional tools to incorporate your design to the point of it being an original image. While I would never use copyrighted images for anything (being that audio artist were already bombarded with such rules), the example follows the trend of being able to create a unique experience that is worlds different than what I would have previously experience:


iu_1191297_20717386.webp


This one example is a powerful reminder how independent artist though that they could match up with this level of quality, but you have to admit that this really does change the game, because of ways that current AI tools work, you can create a very carefully crafted picture out of it that looks unique:


iu_1191299_20717386.webp

iu_1191300_20717386.webp

iu_1191301_20717386.webp


While in this format, the drafting image process would be another step in the process, it does tell that the accuracy of the image remains well composed when it comes to layering the object for a different expression. Many photos and artworks can be rendered in a format that allows for maximum utility that came from a single .jpg or .png file, which is extremely game-changing.


It's fun, but I still think that every step of the process should be unique and original. If drafting AI artwork, every step should not include copyrighted images (save for the example above, which is purely an example). It goes to show that the artwork should be monitored for 3rd-party usage and ensuring that the compositional framework stays in the original category.


There's other examples that I can point to, but for now, I think this is a great example.


Posted by Zelazon - April 13th, 2024


When Super Metroid returned back to form when Twitch.tv started running the game through randomizers and similar content, I had seen what I thought was never possible... for an old game to become relevant again!


The problem was that if the game was relevant in the early 1990, 2018 was nearly 30 years away from when you could buy the game in stores, and kids my age stood no chance at being able to stand in line with a copy of the game. Though unfair, it's just the relevant standard for being only 6 or 7 and trying to buy your own game.


The lore with the Metroid series was one that was quite discussed in the late 1990's throughout 2000 through 2010, and so to try to bring up the whole content is something you could look at old article and see that a lot of magazines like EGM had already stated what was relevant at the time, since in the 2000, a different demographic had been the relevant target audient for Super Metroid. Over the year, I felt like I had missed the relevancy of the brand that I was supposed to be a part of, and it's why talking about it is so odd.


However, there are a few contexts that I want to go over with specifically Metroid and Metroid 2, in which the Chozo could not be trusted. Even though you were getting things from them, it wasn't apparent until Super Metroid that the Chozo statues were in an enemy state and that they were designed to attack Samus the whole time. How there are contextual clues on this is that a lot of the abilities that Samus gets in Metroid 2 seemed to have tinges of being something that designed for something else. It's hard to specifically point to anything in the game, but Metroid Fusion had done an excellent job of stating that the Chozo were playing with viruses to see if they could gain anything from their abilities and, if failed, would be contained in a statue. These abilities were modifications of the stuff they were working on, and because they failed, it would take awhile before the ability could convert to abilities that Samus would eventually use.


This idea is not new; Samus had learned a lot of her abilities in Zero Mission were so foreign to her that a lot of them had alien text associated with it. Why this matter so much is that her capacities were reliant on viral technology that you start to get concern about where the idea of Metroid had even come. If you use a virus to do anything, you run the risk of it blowing up everything that was intended for the project, which was a theme that continuously happened in the Metroid series.


This matters because after Metroid: Other M, the problem has become so pervasive that the idea seemed to have exploded on itself. Nintendo had tried so often to get this idea to work, but it's always seemed like a bad idea because Metroids themselves are too dangerous to be ever used in a game as they represent a pure virus. Metroid 2 kind of went over that Samus really lack the capacity to deal with Metroid that appeared in that game, and then you get to the fact that they kept on evolving meaning that at some point, you have to drop this series; Samus probably was not going to get through the game and the series would have to die because they were playing with dangerous monsters.


Tying the concept back to start is that this theme was a problem that Nintendo did not address in a meaningful fashion. You see that twitch streamers are enjoying Super Metroid, but the brand has not been back to form since the late 2000s, and it's just the point that you can only try to bring back the old games without people seeing the context in which the game exist and knowing that the series was in dire straits since 2000. How these people can move forward is just like believing that these people actually could defeat Metroids without at least some of them dying... It's a serious challenge if there isn't really a longevity with the brand.


I honestly think Super Metroid got in the way because it is the type of game it is. Two, the relevancy of Super Metroid had fallen to the age of PlayStation and Nintendo 64, meaning that the traction from these kinds of games were short-lived. It just revealed that like the Dreamcast, one could only hope for the best but a downfall is truly a downfall when Metroid Prime 4 never populated and Nintendo knew that it was not going to show up.


At the end of the day, those who knew the story knew that Twitch was going to have to find a different series to rely on because, like Super Metroid, do not play with dangerous monsters.