Posts for Hina98

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Joined: 3/15/2007
Posts: 131
It looks excellent so far, keep up the good work.
Experienced Forum User
Joined: 3/15/2007
Posts: 131
These are really, really cool Alden. I'd love to see more games played like this
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Joined: 3/15/2007
Posts: 131
bkDJ wrote:
I enjoy watching progress as it happens... So, for bob-omb battlefield, is it not possible to just get the chain chomp star (#6) and then when you go back into the painting, select that, so you don't have to do the boss battle and the slow race for that koopa to appear over by the cannon?
I too prefer following the run as you make progress. On the other hand, though, it's also even more exciting to be able to watch a whole movie full things I haven't seen before when you finally finish it. Although it's arguable that not sharing WIP's could make you miss out on some small change that would be faster, or not be aware of a desync. ehh
Experienced Forum User
Joined: 3/15/2007
Posts: 131
The lj to the red coin star was pretty badass. Looks really good, not accounting small optimizations here and there.
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Joined: 3/15/2007
Posts: 131
Either I'm being blind, or I can't find a working link to Spezzafer's old WIP. I'd really like to see it if anyone could rehost or post a link to a working download
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Joined: 3/15/2007
Posts: 131
FODA wrote:
I think it's necessary, so it's a tie. DK64_master wasn't talking about my idea.
The "also, cocks" is a reference to the european localization of elebits, if that's what you're talking about?
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Joined: 3/15/2007
Posts: 131
I for one would love to see a 100% run. I've played through the game several times, and have gotten all 100%'s only in the first few worlds. It'd be cool to see some of the later levels done. I'm pretty sure, though, that it's necessary to grab some (forgive me here, my memory's not quite clear here) star items to boost your points in many of the levels. Not quite sure how a TAS would elegantly work around that.
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Posts: 131
DK64_MASTER wrote:
7) Also cocks.
AHAHAH I didn't think I'd ever find anyone else who knew about that. on topic: I still think that this feature would be a redundant one, all other arguments aside. It's frilly, unnecessary.
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Joined: 3/15/2007
Posts: 131
Michael Fried wrote:
I think this TAS would be more interesting to a casual viewer if the avi shows the input.
That's what I said [= It's more interesting to be able to see how each rockman/megaman is reacting to the controls.
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Posts: 131
"The messaging would NOT be open to everyone, the messages would be sent as PMs. People could just click on "send a message to the author" and write the author of the movie comments or suggestions without having to register anywhere." If there's no registration required, how is it not open to everyone? If people are already registered on the forum, they can simply send the author a pm, they don't need a special button that does it for them.
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Joined: 3/15/2007
Posts: 131
Kyrsimys wrote:
Hina98 wrote:
send message to the author idea could be interesting, but would probably end up similarly.
Why? YouTube comments are stupid because of arguing. This would be a one-way system so there could be no arguing.
Okay, assuming such a system is implemented, how exactly would it work? I assume that the messaging would be open to everyone whether or not they're members on the forums (otherwise this system would be redundant, and pms could just be sent or a person could write a comment on the submission thread). Since membership wouldn't be a requirement, I would assume that anyone would be able to write a message under any psuedonym they like. IMO, allowing people this sort of anonymity will only lead to people trolling authors.
Maybe comments could be sent to the IRC channel and whoever's there can approve them, as long as they have ~ 50 posts?
Doesn't the website already have that?
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Joined: 3/15/2007
Posts: 131
laughing_gas wrote:
mmbossman wrote:
I have a feeling it would turn into the comments page on Youtube, ie. inane trash comments that do nothing but drive me crazy and become even more convinced that the world is 90% moron.
I concur.
agreed send message to the author idea could be interesting, but would probably end up similarly.
Experienced Forum User
Joined: 3/15/2007
Posts: 131
Could I make a suggestion that in the published run the controller input is shown? I think that if people can see the single controller doing everything they might be more interested or engaged.
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Joined: 3/15/2007
Posts: 131
Corundum wrote:
The any% was nice, so I have no doubt that I'll enjoy watching this one too. One complaint about the encoding, though - the subtitles in the movie (e.g., at the scene in the cave at the beginning) are a nice touch, but for some reason, they seem to only be present for a fraction of a second before they vanish. I'm a quick reader, but not THAT quick. :) Even playing the video in slow motion, they're hard to read.
Those are subtitles? I thought it was a pause screen or something. I've never played illusion of gaia so I don't really have any idea about what's going on. It'd be nice to have some subtitles explaining the techniques used and how the story's progressing and such, though I know that adding subtitles to movies is a time consuming process.
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Rikku wrote:
Maybe a little time saver: http://www.youtube.com/watch?v=fol_mzqtYkg
that appears to be faster than the published run, but I can't tell for certain on a Youtube video
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Posts: 131
Yeah it's sort of complicated. I'll watch and post as soon as I finish watching the new super demoworld tas
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Joined: 3/15/2007
Posts: 131
supermegavkoy wrote:
Here are some interesting glitches: http://www.youtube.com/watch?v=IDF78YEFdWs&mode=related&search= http://www.youtube.com/watch?v=5ZYeNP3EgzM Maybe some of them can be used. SilentSlayers has many other videos worth checking out.
could the tiny-huge island blj have any use?
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Posts: 131
Chamale wrote:
I think "no warps" is best, not "100%" or "All levels".
You ought to explain why you think this. While the earlier Mario games might have two versions (one being with warps and the other being without), games since Super Mario World have changed with respect to warping. The low% completion of Super Mario World, for example, uses the star road which is basically a set of warps. The 100% version (e.g. 96 exit run) on the other hand, also uses the star road, but that's not what the run's completion is judged on. Basically what I'm saying is that making 'warpless' be a parameter for a TAS for this game is an arbitrary one. Low% is finishing the game as quickly as possible (with the use of warps or not), and 100% is finishing the game as quickly as possible while collecting all coins, all exits, etc etc, with or without the use of warps. my two cents
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any reason you're using the (J) version of the game or is that just the name of the input file? Speaking of, which rom are you using? I've tried six and none of them have worked for me. EDIT: I feel dumb for not having upgraded to 1.51
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I've been tooling around with this game for a while now, and this would be a great candidate for a TAS. With some luck manipulation, each level could be ended in under a minute (less in many cases).
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Soulrivers wrote:
Sadly, I get a desync at the bomb shop with Rice's 6.1.1 plugin.
Really? It's been working fine for me. Try restarting the run one more time (I know it's a pain but it might do the trick). Are you using the TAS input plugin for the controller? That could cause it too.
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Posts: 131
I've been following this since the HMC WIP, definite yes. Really an astounding improvement to the existing run. Route changes, several new tricks, and a very entertaining run all around. I particularly like the part in tall tall mountain on the 100 coin star, when you first grab the jump box (the one right next to the start), and on the third bounce get hit by the cannonball which speeds you down to the ground. That makes me lol every time. I just finished playing the game myself again after a couple years, it really brings out a new appreciation for how hard even the most basic tricks are to perform on a console :P. Amazing, amazing run. Great job Rikku
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Posts: 131
RattleMan wrote:
Got it fixed. I had deleted the file previously, and it kept doing the same thing, but when I deleted the file, started up the game, and started the movie, it did the desync at the name again. However, I closed the ROM and then reopened it to try again, and now it works without a desync. The spot where I got desynched before is when you're making your way back to the Inn after dancing with Pierre, Deku Link moves a little too far to the left and gets stuck right next to the Clock Tower door. In your run, you barely squeeze by that thing. Anyway, it's fixed now. Awesome run so far!
That's usually fixed by using Rice's plugin, but it sounds like you got it to work without that.
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Posts: 131
An amazing improvement to an already amazing run. Great job.
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Joined: 3/15/2007
Posts: 131
Ten stars left: Rainbow ride, the last bowser star, the last toad star, and the red coins in the clouds star. Very impressive