Posts for InputEvelution

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InputEvelution
She/Her
Editor, Experienced Forum User, Judge, Published Author, Player (53)
Joined: 3/27/2018
Posts: 235
Location: Australia
feos wrote:
  • A video game is visual. It displays its content on some kind of a video screen.
This is probably the only one I potentially have a critique of - I'm unsure exactly what the definition of video screen is here. Does this just mean "the game appears on a computer monitor", or is the requirement here that the game itself display moving visual objects? If the latter, I'd have concerns about text adventures (as well as the few sound-based games out there designed for blind players).
InputEvelution
She/Her
Editor, Experienced Forum User, Judge, Published Author, Player (53)
Joined: 3/27/2018
Posts: 235
Location: Australia
I had to confront questions of triviality myself when considering my recent first submission to the site. The Friend Connection TAS is, to a viewer who hasn't read the submission text, two players just pressing buttons when the game asks them to and nothing more. The RNG manipulation of variable loading times is what convinced me a TAS of Friend Connection alone was able to be read as "non-trivial" to a judge, and even then, I was incredibly worried in the lead-up to submission about whether that would actually be considered enough. I'm still not 100% sure what the outcome of that will be, honestly, but I see this discussion as an encouraging sign, and thought I might add my two cents that gamemodes that appear to be trivial can be non-trivial to optimise in practice.
InputEvelution
She/Her
Editor, Experienced Forum User, Judge, Published Author, Player (53)
Joined: 3/27/2018
Posts: 235
Location: Australia
I can confirm that I will absolutely be watching this TAS in its full length when it gets published. Not in one sitting, though.
InputEvelution
She/Her
Editor, Experienced Forum User, Judge, Published Author, Player (53)
Joined: 3/27/2018
Posts: 235
Location: Australia
CasualPokePlayer wrote:
No SaveRAM support, save data created by dolphin is wiped on core boot (if you really want to preserve save data, use savestates)
This aspect concerns me a bit in relation to TASes that rely on content being unlocked. Does a half-hour TAS really need to include the 5 hours of input required to unlock the game mode inside the same movie file? What does this do to entertainment and acceptability (especially if that same 5 hours can be found in another already published TAS))?
InputEvelution
She/Her
Editor, Experienced Forum User, Judge, Published Author, Player (53)
Joined: 3/27/2018
Posts: 235
Location: Australia
I finally got round to playing with the Dolphin Core build today. Unfortunately, there seem to be a number of issues regarding settings in the SYSCONF not working properly for Wii games. - Wii games will ignore language settings and instead only use the default for their respective region. (English for NTSC-U and PAL, Japanese for NTSC-J, etc.) - Wii games don't properly respond to the widescreen setting. Although the window will shift to 4:3 if widescreen is turned off, the video output is simply a squished widescreen rather than the proper non-widescreen behaviour. - (From what I can tell) Wii PAL games ignore the PAL60 setting and will only ever run with PAL60 turned on. For what it's worth, the second and third bugs are also present in regular Dolphin, but only when recording input (just running the game normally works as expected). The first bug is slightly different to regular Dolphin, in that modifying language settings will force the game to English regardless of the region if a localisation is available (again, only when recording input) - however, the base problem of not being able to change language options is the same.
InputEvelution
She/Her
Editor, Experienced Forum User, Judge, Published Author, Player (53)
Joined: 3/27/2018
Posts: 235
Location: Australia
SmashManiac wrote:
...aren't you contradicting yourself here?
I don't think language selection in TASes should be judged the same way as a movie's goal choice.
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