Posts for CoolKirby

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Anty-Lemon wrote:
CoolKirby wrote:
You can also use the Fire ability to clip up through platforms.
Down, actually. I was looking for opportunities to use it, but Spring Breeze doesn't benefit from Fire enough. The few places you have to go down, particularly just before Whispy Woods, aren't worth the time it takes to switch abilities
Oops, my mistake. That's the one that goes down, then jet goes the opposite direction (which would be up). It's great to see progress on this game, though. Thank you, Anty-Lemon, and good luck with the next section! Like MUGG said, don't worry about saving every single frame, especially if it becomes demotivating.
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I followed the WIPs, so I will go ahead and vote Yes! Way to finish in just under 40 minutes too.
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Wasn't all that entertaining, but at least the game looks and sounds nice. It might be considered too trivial a game choice, though it appears you put a fair amount of work into this. I'll vote Meh.
Bobo the King wrote:
The audio here was pretty clear.
Someone also pointed out the clear audio in another SS game run's thread. I'm guessing they put a lot of effort into the voices so the game's young audience can clearly understand what the characters are saying.
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This was a fun little run with nice use of damage boosting in many places. Yes vote!
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Great find! That should speed up the run itself, as well as the time it'll take you to make it, which is especially good for your busy schedule.
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You can also use the Fire ability to clip up through platforms. Have you seen OGA and smns72's old any% WIP? It actually skips both Spring Breeze and Gourmet Race, so they might not be needed to complete the game. Additionally, there are a lot of tricks like miniboss skips that you should be able to recreate or improve upon in lsnes.
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Oh wow...that trick makes this run a lot easier! It looks like you can pretty much speed a perimeter right around the Jezzballs and easily corral them in before they have time to escape. By the way, you can edit DSM files in Notepad or Notepad++, touchpad positions and all.
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Thank you to everyone who answered here or through the anonymous Google Form for your detailed and insightful responses! While the responses I have so far will be reviewed tomorrow, if anyone still wants to respond now or in the future, I'm sure it would help me in my continued work on this project (and might be fun for you, too).
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Nice job. Also, that's actually a really nice looking level for the DS' graphics.
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That's pretty cool – both the demo and TAS! We'll have to see if he decides to continue work on this game, though it seems like he might be busy starting up another commercial game right now. Otherwise, if this is the final ROM, and people like your TAS enough and you don't find any big mistakes, maybe you might like to submit it here.
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Huh. Okay, that is pretty interesting. All of the 600s and 1400s seem to have occurred around "historic revivals" - where old movies were (re-?)published as new movies but retaining their original publication date. It seems natural that publication problems would occur during such a project. 810M appears to be another publication bug, though I don't know the context. 1916M is a known publication bug. Finally, the latest three (1987-89) seem to be problems in publishing the very first movie made in BizHawk (which was published as 1990M). The TAS/BKM format supports multiple platforms, so I would guess that the site didn't handle finding the platform flag very well. Well, thanks Mothrayas. Mystery solved.
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That's a good point. I did quite a bit of thinking on what each option meant and I've added descriptive guidelines to each one. Let me know if the current descriptions are not clear enough. Also, if you want, you may answer just that question and I should be able to add it back into your earlier response (I may have to PM you to find which one is yours though).
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Radiant wrote:
It's hilarious that you think that tag is being applied consistently. Hint: it's not.
I'm not sure if this is what you mean, but soon after the tag's inception, I and some other vested editors / staff took several days to filter through all the movies on the site and mark those which matched the criteria for a "major skip glitch". (There were several not-well-known movies in which the "heavy glitch abuse" tag or any mention of a large glitch were absent, or instead referred to as a "warp". I was glad we uncovered those movies.) So at least for all movies from May 2014 and earlier, that tag should be correctly applied. If you know of any newer movies that need the tag added or removed, it shouldn't be hard to fix those.
Post subject: Re: Immersion Survey
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dwangoAC wrote:
I responded via the Google form - good survey, but you may want to change or clarify the first question to help the survey respondent gauge whether you are looking for a numerical response on a scale or their own verbose words in their own language. I was probably a bit too wordy in my response. :) Best of luck with your project!
Thank you very much! I took your advice and changed the first question to a multiple-choice answer (not at all - a little - somewhat - very - totally immersed). I hope this is clearer for future participants.
Post subject: Immersion Survey
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Hi everyone. For my Senior Project at college/university, I'm researching how player immersion can be maintained while playing a video game. My goal is to find a solution that can improve the immersion quality of games as a whole. I would like to ask for participation in a short 4-question survey that should take 5 minutes or less to answer. If you want to participate, please respond in a post below, through PM or by using this Google Form (does not require signing in). Besides aiding my research, your participation might help you consider your own immersion quality and how you can be better immersed when gaming. Here are the questions: 1. In general, how immersed do you feel when playing a video game? 2. What factors or events break immersion from the game for you? 3. Which distractions, if any, are caused by the game itself? 4. Which distractions, if any, are caused by the environment around you while you play? And here are a couple more terms regarding the survey. If you agree to these, please include "Yes" or "I accept" in your response:
Confidentiality All research reports will only present aggregate data, or quotations without any context that makes it possible to identify the source. The project results will be disseminated in student reports and presentations. The project’s research records may be reviewed by departments responsible for regulatory and research oversight upon request. Voluntary Nature of Participation You do not have to participate in this research project. If you agree to participate, you can withdraw your participation at any time.
Thank you in advance, and let me know if there's anything I can clarify or explain!
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BrunoVisnadi wrote:
Spikestuff wrote:
remeranAuthor wrote:
Happy 3000th published movie!
2978th published movie.
Now I wanna know, why were some numbers skipped?
At least one was due to a "publication bug" and another due to the number being 666 (or a very coincidental error). I'm sure there's a story behind each of the 20 other skipped publications, but I don't know how interesting they would be.
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Well then, I think this is ready to submit, though it might be good to check the movie over again one last time in case you find anything that can be improved.
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If the beads can't be manipulated to appear any sooner or later and there are no alternate strategies, then you may have to lose the 10 frames and continue onward. However, there might still be a way to change the timing of that fountain. What have you tried so far? Have you tried wasting a frame or two before the level starts, or just before Kirby gets to the 3 fountains area? Sometimes doing a small, slower action or entering on a different frame will cause a different number to run through the RNG formula, changing the outcome. As for the glitch, it sounds like Kirby wasn't fully inside the cannon when the arrow hit, as otherwise he would be invincible. So the place to test would be on a precise frame around when he enters the cannon the second time, and the game attempted to process both events (damage and enter-cannon) at once.
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Link to video Edit since the original video has been set to Private. Also it appears EZGames69 posted this same video three and a half years after this. This is a long thread so I can see how he missed my post. Explanation of what you just watched
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Very nice! Besides being faster, it looks like having 2 players creates more entertainment, since the characters and their thrown objects together cover the whole screen instead of being localized to the center. Looking forward to more!
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Wow! You've really optimized this, I did not expect the pause glitches to be done so quickly. Congratulations! And thank you for switching to a newer snes9x version; if you want, you could actually submit your movie once it's finished.
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I think it's preferred that you reach the credits if the game has them. Hopefully the few extra seconds of doing that won't push the time over 40 minutes though, it'd be great to get under that! At 4:05-4:06 in the latest encode, can you jump as soon as you land on that platform to hit the ground sooner, and avoid hitting the wall and losing all your horizontal momentum?
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Driver: San Francisco (different than the Wii version) Sleeping Dogs The Far Cry games (1 or "Classic", 2, 3, 4) Metal Gear Solid V: The Phantom Pain Mighty No. 9! Earth Defense Force 2025 Sneak King
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Doc Skellington wrote:
if Timon is on a stone that Pumbaa has pushed, if you move in the same direction and jump, you add the stone's speed to Timon's speed (or is it a normal feature ? I don't know).
Good find. That sounds like a bug to me, and not a feature the developers intended. There are some other games with a similar bug too.
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aldelaro5 wrote:
but basically, Coolkirby, before I update my docs for the 1.0 version, please indicate that the offsets on the ressources page ar for the 1.1 version of the game.
I included the note on the page, and I'll also add this clip there once you have the v1.0 offsets ready...and I have more time.