Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
The current published 2-player run is highly improvable and I've spent some time on it. It turned out to be such a complicated story though that in order to start a serious run of it I'd need someone to co-operate with. Sonikustar showed some interest but didn't feel/had time to do the full run and the previous autor dragonxyk doesn't seem to visit the site anymore so it's open for anyone to join.
So if you're interested, PM me or make a post about it. I definitely won't start this until someone joins.
Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I added a little something at the end of the first room I found during my earlier session that saved 1 frame. If you're moving horisontal and are about to turn sideways down (or up) you should make the turn by first holding sideways down for one frame, then just holding down as long as the horisontal speed is > [1 pixel and 106 subpixels] / frame. This should be used in every such turn. And good luck Randil if you'll eventually pick up this game, it does quite seem like a Randil-game to me:)
http://dehacked.2y.net/microstorage.php/info/342441322/Little%20Mermaid%2C%20The%20%28U%29randagl.fm2
Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Personman wrote:
Aglar, can you enlighten us at all about just how/why the collision detection is so broke?
Not as such, I only know that for the spear people, you can only get hit by their spears. As for the other things being gone through, it just seems that you can walk through some and others not. In other words - just as consistent as anything else in this game.
Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
mklip2001 wrote:
Pretty nice! It's certainly not as fun as the 2p run, but this looked quite solid. It wasn't really clear why you were picking up so many boxes that you just threw upward, but I figure it was for subpixel reasons.
Yes vote. Also, for the 2p run, have you asked dragonxyk if he'd like to join you? After all, he made the last 2p run.
In Zone I at the fans I throw the boxes because for 1 frame afterwards you'll move at normal speed and not the slow one which is the case otherwise here, as mentioned in the submission text.
Looks like dragonxyk hasn't been very active here lately, I could of course PM him and see if I get any response. The new 2-player, though, will pretty much be a total makeover compared to the old runs so I'm not sure earlier experience with the game will give too much advantage:)
Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
I've noticed the SMB-like wall-jump right after the first boss fight. Was it described anywhere?
I skipped decribing it since it didn't serve any speed purpose. If I remember right, the only thing you have to do is being as close as possible to landing on the platform, then you'll instead land on the block below - kind of like in Super Mario Bros 2, but it's harder to perform here since as when you enter the wall you start to get zipped out of it.
Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
You finshed it faster than I thought - framewise and datewise:)
50 seconds faster than my 1-player testrun sure is a valid difference, especially considering all the extra lag and playaround. It's been nice seeing you developing as a TASer during the process and the quality of the end product is of a very high degree.
Congratulations!
I suppose the extra input at the end was inspired by the similar sequence in FODA's 2-player Battletoads run from 6 years ago, a time when people weren't frame-picky enough to complain about such a thing:)
Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I found yet another super small timesaver. This time though, I'll carefully go thorugh each room one more time to make sure I don't need to do this again. Encoders can thus still wait a bit.
Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Dwedit wrote:
Also, I noticed some wall contact glitches when I played through the game, it just seemed to reset your Y veolcity when you hit a wall sometimes. I wonder if that could become a wallkick?
Interesting... During my run I didn't encounter such a behavior any time and I hit many walls:)
I now tried to have the character's y-position to be the same as a block inside a wall when jumping into it, but it didn't do the trick. Do you remember more about how it was done, like if you hit the wall while falling down or jumping up?
Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
Aglar wrote:
I've found minor improvents here and there, 21 frames in total. The ones encoding it are to use this new file instead.
I couldn't upload to Microstorage so see if this works:
http://www.megaupload.com/?d=JDQUKKM3
I'd like to ask an editor to replace the current input file with this one.
GZp your file, it will redice the size much. Microstorage eats GZs.
Experienced Forum User, Published Author, Expert player
(3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I've found minor improvents here and there, 21 frames in total. The ones encoding it are to use this new file instead.
I couldn't upload to Microstorage so see if this works:
http://www.megaupload.com/?d=JDQUKKM3
I'd like to ask an editor to replace the current input file with this one.