Posts for Toothache

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Experienced Forum User, Published Author, Active player (276)
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Nothing stopping you doing it yourself, Nuy. That's what got me into TASing - if you want to see a game done badly enough, I say go for it! You might even enjoy it :-)
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I have undergone a shift in personality recently. Every time I've taken this sort of test before, I've always come out as INFJ. However, taking it today, I came out as INTP. I may come back to it again in a few months to see if anything has changed, or if it is some sort of statistical blip, but with everything that has happened to me recently (change for the better, to cut a long story short), I suspect not.
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Do you think this could work for Alisia Dragoon?
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As much as I'd like to see a TAS of this game, I would prefer a non-warpskip version to try and show some actual strategy in the game. Considering how much of the game you can skip with Warp, a warpskip TAS is inevitable, but it would be good to show how much strategy is involved in forfeiting that option and still going for the fastest time.
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Yeah, when it comes to including special bonuses, you'll probably have to be quite selective, but I think the more the merrier in this case - would add some variety, I feel, as well as demonstrating some of the things the game intends in a frantic melee environment. Some of the more entertaining fighting game TASes published do take damage, so it would be nice to show some of the stuff like Meteor Survivor. A one sided TAS where the controlled players perfect each battle gets boring quickly I find.
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I managed to watch this when you first uploaded the encode, and I have to say I am impressed. Multiple game input TASes are always fascinating. Yes vote.
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I have a suggestion. Something to add a bit of variety is to include as many of the Special Bonuses in a single TAS. Would be neat to see some of the fancier stuff like the Bob-omb Squad bonus included, as well as maybe luck based stuff like Celebi Catcher or the various 'get 3 of x item' bonuses. Of course, depending on the mode certain bonuses are not possible, but being as inclusive as you can would be the way to go.
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Don't worry, some of us are already uploading an encode that's in sync right now. And by some of us, I mean me. EDIT: http://www.youtube.com/watch?v=qaw7FrYnuyA. Tis processing atm, give it a few minutes.
Experienced Forum User, Published Author, Active player (276)
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My first world problem of the day: reading a thread that the previous posters have missed the point of.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Personally, I'm quite fond of this one.
Experienced Forum User, Published Author, Active player (276)
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I'm getting a false positive from Avast as well, incidentally.
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The GC version still does have merit for TASing, because the puzzles are so different, the route will be different, and there are features not in the original like the quickturn, and self-defence items. Not all of these will be useful for a TAS of course, but there's enough differences to warrant it alongside this I feel.
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Banarak wrote:
However, I did see one part where you pause, check the map, and back out again. (11:35) I don't see this as optimized, and I'd like to see a quicker version. (Granted, there may have been manipulation or a wierd equip glitch.) I honestly didn't watch after that.
The game actually forces this, as well as forcing certain actions in a couple of places (entering the dining room for the first time, and departing Richard to get the serum).
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Hm, you have quite a different approach to what I've done so far. But then, you are using a different goal - my run is going for the bad ending, and finishing at Ch22, where as you went in all the gaidens and got the best ending. In the early game, you wasted a lot of time killing enemies you didn't need to. Feeding Thany a lot of kills took some time too, but it seemed to pay off in the long run. Whether or not this approach will be faster for the bad ending, I'm not sure, but I feel for the all gaidens run, raising Thany might be for the best, especially on maps where terrain is a huge problem like 14x. Warp could have saved a bit of time in Ch24, I would imagine. Alan certainly has an easier start, and it is possible to 2HKO Zephiel with him (needs C Roy support), but whether that alone is enough to change out here, I'm not sure. Thany's promotion item takes longer to get at in Ch8. As nice as it would be to have all those Boots, I think for the bad ending run I can possibly do without, since they will only benefit for the one chapter. This will give me a significantly different approach for Ch21, I'm thinking I can get 2 Warps in to bypass all the wyvern spawns. I'll continue with what I've done so far. Raising Thany as the main attacker does have certain advantages, but there are disadvantages too, and I'm not entirely convinced it would be worth restarting again to replace Alan. At least, not for the bad ending.
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I think I have to be of the same opinion. It took halfway through to see something slightly different. I think for most fighting games, pure speed should not be the focus, entertainment factor is more important - showing off as many varieties of combos, perhaps even taking the SDR approach and controlling both opponents. If the other games are anything to go by, I'm sure there are a lot more glitches than the few seen. Technically, this is a good movie, but it is repetitive and fails in the entertainment, so I have to vote no.
Post subject: Ch11: Now with encode!
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Ch11: http://dehacked.2y.net/microstorage.php/info/37850320/0378%20-%20Fire%20Emblem%20-%20Fuuin%20no%20Tsurugi%20%28J%29.vbm Encode: http://www.youtube.com/watch?v=yCESTlm3lgQ Made some big improvements here. Turn 1: Rather than starting next to Lalum, I have Zealot start close enough that he can rescue her on turn 2, and assist with the drop on this turn. Roy takes away two low use Javelins (3 and 4), giving him a 10 use and 20 use Hand Axe in their place, along with the Wyrmslayer. Marcus rescues Roy, and Thany drops Lalum. Alan is going to be picked up by Thany next turn, so he stops next to her. Turn 2: Simple drop over the wall. Marcus can't move to any other position close enough to hand Roy over to Thany in turn 3, because he'll be targeted by the Longbow archer. Lalum assists in the drop, and Zealot rescues her to keep her out of longbow range. Alan nets a level up of HP, Str, Skl, Spd, Luk. Turn 3: Roy gets handed to Thany, who DOGs into Marcus' position. Alan equips the Killing Edge, now I can finally crit the boss! The hand axe fighter would go for Alan if he couldn't reach Roy, but it wastes no time either way. Turn 4: Seize. Found a faster cutscene skip at the end. 5195 frames ahead of the previous version.
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Affix Level is 24 for a Staff or Orb with charges of Teleport, and 48 for Amulets and Rings, so getting a drop would be nigh on useless for a normal run. I'm not able to find information on the inherent + to individual skills for a Staff, but I'm certain getting +Teleport would require a similar level. Oh and only the Sorceress has L18 requirement for Teleport related skills - all other classes have at least L24 requirement.
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Needs more Hector Hard Mode. That will certainly be TAS worthy
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
http://dehacked.2y.net/microstorage.php/info/1004592665/FE6_TAS_Ch1-10.vbm Encode: http://www.youtube.com/watch?v=qqxUcyjemRw Little has changed in tactics between this and the previous version. I do have to negotiate with the RNG a bit more in order to get a worthy level up for Alan, as well as dealing with a less than reliable accuracy on his many attacks. Here's where his excessive levelling actually start to change things though, as enemy AI prioritises differently. Turn 1: I didn't need to use the DOG (Double Occupancy Glitch) here, but I could so I do. Alan is desperately in need of Javelins here, and he can offload the now useless Iron Blade in the meantime. Marcus equips an Iron Sword here, which is enough to deter all but one enemy from attacking him on enemy phase - the hand axe fighter. If Alan has a little bit less Def, or less than half his health when the fighter got to move, he would attack Alan instead. However, javelin accuracy prevented this from occurring along with hitting on every attack in the enemy phase. Turn 2: Moving Thany first means I spent less time than if I move her last. Zealot makes way for Marcus, who makes way for Alan to advance. Not killing the berserker is actually faster, since you'd have to sit through his death animation, and the RNs were not aligned to give Alan a good level up if I did that anyway, as well as taking damage without getting critted. Alan needs to be hit on the enemy phase, so all the other ranged attackers go for him and not Marcus. Level up was HP, Str, Skl, Spd, Luk, Def. Turn 3: Thany does not move her full distance, as she'd just get into range of the ballista, so I move her one space less. Marcus retreats so the moving mercenary does not head his way, and Alan takes out the shaman. Turn 4: Simple advancement. Geese wastes time. Turn 5: Alan nets a Killing Edge crit. Roy is dropped next to him for the support points. The shaman nearby goes for Alan since he is on low health. Turn 6: Seize. I send a now useless Iron Axe to storage in place of the Wyrmslayer.
Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
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Experienced Forum User, Published Author, Active player (276)
Joined: 4/30/2009
Posts: 791
Plenty of WTF moments, nice to see such a big improvement. Yes vote is obvious.
Experienced Forum User, Published Author, Active player (276)
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I am genuinely curious - why did you not want to submit here in the first place?
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Encoding this! Good job!
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