Posts for Enterim

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Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Sick demo, thanks for posting. The link to the plugin: https://jump.tf/forum/index.php/topic,1350.0.html
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
No, there is always a fixed time to kill when playing ocarina items on the edge of a blue warp. Playing novelty songs is common in TASes that involve this trick, and to a lesser extent realtime runs.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Great TAS, though it's a shame the input has to end before the sum of times can be shown on the character select menu. I would say the entertainment value of the goal choice more than justifies the use of dirty SRAM. Yes vote from me.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Very nice run. Glad to see progress :)
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Varied and entertaining run. Yes vote.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Here is the VOD for those (like me) who missed the stream: https://www.twitch.tv/videos/145626330
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Excellent gameplay, very creative routing and execution. Yes vote!
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
What a surprise to see a TAS of this notoriously finicky game! Very well done, RingRush (and Isotarge and Cronikeys). Yes vote.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Really great TAS. Innovative and exciting and novel. Extremely well-researched too. Yes vote.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Derakon wrote:
Conceptually, a TAS that controls two programs simultaneously (one client, one server) is not impossible. We don't have the tools for it now, but there's no conceptual reason why we couldn't have a deterministic TCP/IP stack to go with deterministic game and deterministic server.
There are TASes of online-only or multiplayer-only games, like jump maps in TF2, which are done on listen (i.e. internal) servers. Link to video I don't think you can savestate even on a listen server though, though you can host_timescale .02 and play the map tick by tick, and can probably hex edit the demo files. So it's a pretty limited form of TASing. I don't think something would be completely impossible to TAS unless there were no local-only versions of play. EDIT: apparently jump-map TASes are made using this server-side plugin http://tf2rj.com/forum/index.php?topic=754.0 that effectively adds savestating.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Great TAS! Very clever movement tech.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Great TAS, alec! I'd been following the WIPs but didn't think so many timesaves could be squeezed out of a game with relatively few movement options.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Great effort, hope to see more NetHack in the future!
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
This game is really hard on Hard, I look forward to seeing the TAS of one of my favorite-ever console FPSes.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Very well done! I was surprised at the dance-skip for the jinjo jiggy.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Twitter people are having a field day with pannenkoek's Watch for Rolling Rocks in 0.5x A-presses video: https://twitter.com/scuttlebugbot
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Wow, that's a lot of time saved! Great job.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
What do you think of games like Untrusted that require you to edit the game's code to proceed?
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Great run, very informative commentary. Hope nobody minds it starting from a completed save because the tutorial is b-o-r-i-n-g...
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Incredible. Goes beyond the traditional ACE payload for some quasi-Mario-Maker shenanigans.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Sorry if this information is easily available, but how do elevators even work in that hack? You couldn't even stand on the platform.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
That script is nutty! I kinda want to try making some encodes of Doom TASes with a similar setup, though I'd probably just fudge it by dumping one instance of the demo normally and one with the automap up (most likely the cheats-enabled automap that displays all things on the map).
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Looks great! Crazy improvements.
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Great stuff, weatherton!
Experienced Forum User
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Great TAS! This was one of my favorite homebrew games when I had a DS flashcart.
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