It's an important milestone nonetheless, congratulations!Just popping in to report that I've passed 500,000 points for the first time tonight. It ain't much in a world where only three of the top 50 scores are below 600k, but I'm proud of it and now I think it's time to start learning all those special tricks to push it even higher.
Amazing, where's the final combo by the way? The Hall of Fame is sadly still broken at the moment but you can post a screenshot here and we'll be sure to update your score for now.Yaay! After months of this game driving me insane (though to be fair, I wasn't playing too much due to getting frustrated), I finally managed to finish LOTLD with 123.839 Points. Not as much as I'd initially hoped, but at this point, I'll take anything![]()
Will definitely have to revisit that level at some point since 125k+ is possible, but for now I'm really happy with my result!
This is actually pretty cool! We did something similar back in the early days of the wiki to figure out the resistance of the various enemies, so be sure to check that article (and those for the enemies) and let us know if you find any mistakes or missing information.I myself unfortunately didn't improve my score in the last time. I did, however, try to figure out the HP of most enemies, just for fun. If you like mostly useless information, here goes (everyone else can skip to the end):
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1234m said:I myself unfortunately didn't improve my score in the last time. I did, however, try to figure out the HP of most enemies, just for fun.
Hunchman801 said:Amazing, where's the final combo by the way? The Hall of Fame is sadly still broken at the moment but you can post a screenshot here and we'll be sure to update your score for now.
His final combo you can see in this video.Amazing, where's the final combo by the way?
Sure! So, if you define the damage of Rayman's uncharged fist to be 1, then the information provided in the Wiki seems to coincide with what I figured out, at least for the most part.This is actually pretty cool! We did something similar back in the early days of the wiki to figure out the resistance of the various enemies, so be sure to check that article (and those for the enemies) and let us know if you find any mistakes or missing information.![]()
I'll try to do my best. I guess it's about time that I give the 10 shoe hits in LS a go, along with the two relatively new improvements. I just need to find the right mood and time. For now maybe I'll just mess with the game a bit, in the hope that we break it once more and get closer to the million.I would love to see some improvements from you in the future though, not gonna lie![]()
His final combo you can see in this video.
Yes, this method allows for a somehow consistent measurement of resistance across games, though it does indeed have some flaws. Not that I can think of other methods that would help with Rayman 3, since an enemy's actual hit points as found in the source code (or identified with CheatEngine) seem to be completely arbitrary, with different enemies taking a different amount of damage from a single hit, for example.Sure! So, if you define the damage of Rayman's uncharged fist to be 1, then the information provided in the Wiki seems to coincide with what I figured out, at least for the most part.
- One problem with this definition is that it makes it impossible to properly tell the resistance of certain enemies, like the Horrible Machine, Reflux (3rd phase in TOTL 4), Reflux (TOTL 5), Céloche, Master Kaag, the Mechanical Fish and the Hoodflyers, since non of them you fight with Rayman's normal fists.
In the article about Master Kaag, however, the resistance is stated to be 18 which assumes that the Shock Rocket inflicts 6 dmg pts (or at least something between 6 and 9). However, this isn't necessarily true, I think. For instance, when you hit Razoff in BOM 5 with the Rocket (CheatEngine), he dies immediately, no matter how many HP he had left before. So, unless there is some indication for the stated 18 HP to be true, maybe this information should be changed.
Yeah, I'm the one who added Bégoniax's resistance back in 2011, but I should add a note to the article that the exact figure is, technically, 32 1/3. As for Razoff, it was apparently iHeckler who added the information in 2013 and whatever method he used must have been flawed, thanks for the correction!- In the Wiki article about Bégoniax and Razoff, both have 33 HP (first encounter). According to the numbers I've found, they should have 100/3 = 33 1/3. However, there is a difference: When Bégoniax reaches 1 HP, she'll run away. Razoff on the other hand, will only flee once his HP reach 0, meaning he needs 1 more hit to be defeated. I only changed the article about Razoff, since the 1HP from Bégoniax doesn't really seem to matter.
In BOM 6 Razoff also has only 100 HP instead of 110. That's already updated.
Well done! It was also iHeckler who added Reflux's resistance, in 2014 this time, and he probably just counted the hits without realizing that strafing and jumping could have an impact. Thanks again for the correction; at least it look like we got the ones for the final battle right.- In the Wiki article about Reflux, he is stated to have 85 HP in the first encounter, whereas according to the values I've found, his resistance should be 200/2 = 100. Since the 85 hardly could be a mistake in counting or writing, I tried your method as well (which was hitting him with uncharged hits until he's defeated, I guess (?)). However, in the first three attempts I counted only 77, 78 and 79 hits. With CheatEngine I noticed then that sometimes the value for his HP (at the beginning it's 200) went down by 4 when hitting him, instead of just 2. For Instance: 200 -> 198 -> 196 -> 192 -> 190 etc. The problem was that, for some reason, hitting him while holding the strafe button or while jumping (or both) sometimes caused him to lose more HP, even though I'm pretty sure I didn't charge the fists whatsoever. I then tried to fight him without jumping or strafing, and the problem disappeared, meaning his resistance would actually be 100.
There is, however, something else to note. When you reduce the value for his HP from 200 to 100 and then hit him again, his HP won't go down to 98, but rather to 88, which means that you basically skip 5 hits. Similarly it'll go down from 50 to 38, instead of 48. You can even see that the life bar shrinks noticably more. After each of the hits, Reflux will cast the meteor rain. I guess that for some reason the devs wanted to emphasize that by making him lose more HP, which obviously didn't work, since it took me over 16 years and CheatEngine to notice that.
Long story short, you need 100 - 2*5 = 90 normal hits to defeat him. Using the definition from the Wiki, his resistance therefore should be 90. I changed that.
Maybe we could add that information in a note for each enemy? While not of prime importance, I still think it's valuable.- Incidentally, the individual enemy articles don't contain the information about what damages are possible yet. For instance Hoodblasters have basically 12 HP and, depending on the charging time, you can inflict 4, ..., 11, 12 damage pts (with the definition in the Wiki it's 3 HP and the dmg is 1, 1.25, ... , 2.75, 3). However, I don't know whether anyone would care about that info. Because of that I just made a general remark in the Resistance article.
It looks great, thanks!- Just for the record, the Wiki articles about the Hoodmonger, the Hoodmonger Officer and the Podocrock are also slightly changed. Feel free to check whether you agree with it or whether you deem some of the info useless...![]()
Hunchman801 said:This has to be the largest combo in the game, right? In any case, I love how it's labeled "easy version".
I see. Maybe not comparing the damage of the Shock Rocket with the damage of Rayman's normal fists is the "most correct" way to deal with it, but leaving it the way it is surely isn't bad either. I'm fine with both.Regarding Master Kaag, you might want to read the Shock Rocket discussion page for some background. I racked my brains on the subject back in 2011, and in short, I used CheatEngine to try the Shock Rocket on pretty much everything I could, and the only enemy it didn't kill in one hit (and that I could hit at all) was Razoff during the second fight (I never got to try it against Reflux). This method yielded a figure of 76 damage points, which we found made very little sense (it's not even the same as the 33 points the rocket inflicts on Master Kaag). We then decided to stick to regular gameplay, and since the most resistant enemy that can be normally be defeated with a Shock Rocket is the Hoodboom, with 6 HP, we went for this figure. It's pretty sketchy—I mean, why not 7 or 8—but with Master Kaag being such a diminutive Hoodlum, it felt like 18 HP was quite a lot already.
But maybe we should just give up on trying to put a number on the Shock Rocket damage? This is open for discussion!
Actually, I think that 33 HP should be ok for Bégoniax. She starts at 100 and runs away at 1. If you ignore this 1 point (since it doesn't matter anyway), you land at 99. A normal hit is equivalent to 3 pts. Therefore, 99/3 = 33. If you include the 1 point in your calculations, you end up with 100/3 = 33 1/3. Since, as you wrote, the actual hit points found with CheatEngine are rather arbitrary, it's probably better to just ignore this single hit point and use 33 as her resistance.Yeah, I'm the one who added Bégoniax's resistance back in 2011, but I should add a note to the article that the exact figure is, technically, 32 1/3. As for Razoff, it was apparently iHeckler who added the information in 2013 and whatever method he used must have been flawed, thanks for the correction!
Yes, that would be fine. For now, I only edited the Heckler article. If anyone wants to change something in the way the info is shown or correct anything, feel free to do so. For the remaining enemies I can then simply copy & paste it and just change the values. I might not be able to do so in the next days though. So, if anyone feels like taking care of it, here are the values (otherwise I'll simply do it next weekend or so):Maybe we could add that information in a note for each enemy? While not of prime importance, I still think it's valuable.
And yet, the US is the most represented country here. In fact, it's almost as if the only German members we have are scorers. So much for the German forums and the German wiki.I find it quite interesting how different the Scores are depending on regions. For some reason, Germany has 4 out of the top 5 spots, while other big nations - like the USA - are almost non-present. I understand that Rayman 3 doesn't have the hugest dedicated fanbase, but you'd still think there'd be more of a balance.
Yeah, the former might be a better option. Just wondering though, is there any way we could hack the game to allow the use of Rayman's fists on Master Kaag?I see. Maybe not comparing the damage of the Shock Rocket with the damage of Rayman's normal fists is the "most correct" way to deal with it, but leaving it the way it is surely isn't bad either. I'm fine with both.![]()
Oh, I got confused and thought you meant 1 HP as in one hit from Rayman's fist (the definition used by the wiki). Obviously, I should have known that you were referring to the HP in the game's memory.Actually, I think that 33 HP should be ok for Bégoniax. She starts at 100 and runs away at 1. If you ignore this 1 point (since it doesn't matter anyway), you land at 99. A normal hit is equivalent to 3 pts. Therefore, 99/3 = 33. If you include the 1 point in your calculations, you end up with 100/3 = 33 1/3. Since, as you wrote, the actual hit points found with CheatEngine are rather arbitrary, it's probably better to just ignore this single hit point and use 33 as her resistance.
Very good! I've slightly altered the presentation, hope you like it too.Yes, that would be fine. For now, I only edited the Heckler article. If anyone wants to change something in the way the info is shown or correct anything, feel free to do so. For the remaining enemies I can then simply copy & paste it and just change the values. I might not be able to do so in the next days though. So, if anyone feels like taking care of it, here are the values (otherwise I'll simply do it next weekend or so):
[...]
Technical but interesting nonetheless! I'm thinking of adding a link to this video in the resistance article.By the way, for documentation and because it's not trivial info, I've made a video about the HP system of the enemies. However, I'd only recommend watching it, if you're really interested. <Video>
By the way, Happy New Year everyone!
Happy new year!Also, Happy 2020!!! Better late than never.![]()
HitPointsProcedure(Me, 12);
HitPointsMaxProcedure(Me, 12);
Unfortunately I have no idea how that could be accomplished. Maybe Raymap can help in this matter though...Just wondering though, is there any way we could hack the game to allow the use of Rayman's fists on Master Kaag?![]()
Yes, that definitely looks better.I've slightly altered the presentation, hope you like it too.
Interesting. Now I know that I didn't just miss the value for his HP.BTW, if anyone's curious about the Slapdash's HP, it does indeed look like the variable is never set or read – if you look at the Slapdash's AI Model with Raymap, there are no references to HitPoints. Whereas, for example, the Hoodblaster's init function contains the lines:
Code:HitPointsProcedure(Me, 12); HitPointsMaxProcedure(Me, 12);
Nice! I changed the damage for a fully charged standard fist against Razoff and Begoniax from 9 to 3, as I believe it was a typo and you actually meant 9/3.Yes, that definitely looks better.Meanwhile I've also changed the other articles (i.e. the ones about the enemies I mentioned in my previous post) as well.
Nice find, I never noticed and I must've taken the ones in TOTL as a reference.Maz told/remembered me that Lavicrafts actually have different HP in the different levels. I quickly checked it and found that they have 40 HP (or 40/4 = 10) in DOTK, 50 HP (or 50/4 = 12.5) in SBTC and 35 HP (or 35/4 = 8.75) in TOTL. I added the info to the Wiki.
Nice! I changed the damage for a fully charged standard fist against Razoff and Begoniax from 9 to 3, as I believe it was a typo and you actually meant 9/3.
Funny that the Heavy Metal Fist can damage Razoff slightly more than other enemies (7 HP for a fully charged hit instead of 6). Same for Begoniax, to a lesser extent (6.33 HP). And Reflux 2 is the opposite, with only 4 HP.I didn't even know you couldn't hurt him with a standard punch, is it that he just takes no damage?
I remember we tried to use Commando to impute some of the resistances but we found they were inconsistent with those of the main game.Incidentally, I also checked the HP from the enemies in the bonus game Commando (except for the Hoodblaster). All of the enemy's HP start at 100. When you hit the Hoodlums, their HP decrease the following way:
Hoodboom (both, the boss and the regular ones): 100 - 66 - 32 - 0 (-> damage is 34)
Hoodstormer and Heckler: 100 - 80 - 60 - 40 - 20 - 0 (-> damage is 20)
I'm not sure how it was done, but maybe Carrot knows?By the way, how were the pictures of the enemies in the Wiki actually made? I guess you first need the model, either by extracting it with e.g. NinjaRipper or simply by using Raymap. If so, how do you continue? The only way I know, is to take a screenshot and then remove the background with another program. However, there is surely a better and more direct way, is there?
I'm not sure how it was done, but maybe Carrot knows?By the way, how were the pictures of the enemies in the Wiki actually made? I guess you first need the model, either by extracting it with e.g. NinjaRipper or simply by using Raymap. If so, how do you continue? The only way I know, is to take a screenshot and then remove the background with another program. However, there is surely a better and more direct way, is there?
Thanks! Do you know whether you can export models in Raymap? I tried NinjaRipper, and e.g. the green gem turned out quite nicely (except for the missing shimmering effect); however, the enemy models are not in a neutral state, but rather in the state when I ripped the models (e.g. the Hoodboom is throwing his explosives etc). In Raymap I can change the state at will, but I don't know how to continue. On the other hand, with NinjaRipper I got some .rip files, which I could covert to .png files in a roundabout way (Noesis: rip -> tga; some converter: tga -> png), but, again, the models are not always optimal.Most images were uploaded before I joined the wiki, so I can't speak for all of them. A lot of them come from official artwork though and some were probably ripped using a program such as NinjaRipper. Raymap is fairly new, so I don't believe that has been used, but it would probably serve as a good way to get future images and such. For Rayman 2 I know Robin has managed to rip the models directly from the files using the Raymap code.