Posts for Reeve

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Experienced Forum User
Joined: 5/12/2009
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Location: Brazil
I see. Well, while I agree with the problem with using the 2nd player just to defeat Belger, entering with the 2nd player during the cutscene is still playing the entire game with 2 players. A help from the judges would certainly be welcome.
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Hi, £e Nécroyeur! I really like this game and look forward to watching more of our work in it. Question: Just whatched your wip and was wondering if you would have any advantage in bringing the 2nd character in the begining of the stage. When you does that the character will spawn in the middle of the barrels and can move earlier than the other player, so you could theoreticaly reach the end of the screen faster/earlier, if that would make any difference. Anyway, Keep up the great work.
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Congratulations, Arc! You've put a lot of work in this project!
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Joined: 5/12/2009
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Yes vote. Really great work! Congratulations!
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Joined: 5/12/2009
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Watched the WIP posted and it already deserved a yes, and the yes gets stronger seeing you improved it even further. Congratulations for the great work!
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It took longer than I thought, but I finally managed to watch it. That's definitely some amazing work, Brookman! I find it really awesome how you keep finding very significant improvements over and over, although the runs you post are already very well optimized! Hats off, sir!
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Alyosha wrote:
Just to compare, my run takes a bit over 81 seconds, the nico TAS originally posted a few pages back does it in 98 seconds.
Damn! That's amazing! Great work, Alyosha! Keep it up!
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Cpadolf wrote:
I also know that some realtime speedrunners have used a strategy in the red Ki-Hunter room where they use a shinespark to kill two of them with speedechoes, which supposedly removes enough lag to be faster in realtime, but I don't know how that translates in TAS-conditions.
The difference is that realtime runners usually waits for the last Ki-hunter to be in a position further to the left to roll under it, so doing the shinespark almost don't waste time and eliminate a shitload of lag, but in TAS condition you can just jump over the 3rd hunter which almost costs no time. Iirc I tried it sometime ago and couldn't get it to be faster since you have to walk through the top door (which adds lag to the door transition) and I also got a very bad positioning of the 3rd hunter after wasting time with the shinespark.
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Damn! 1.000 frames is a lot! I'll watch this as soon as I get to a computer where bizhawk works for me! :p
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I agree with hero. Imo any glitch that needs a scrip for you to know where Samus is going is a major glitch. It seems to me that this is just a faster way to go out of bounds than the X-Ray climbing. I would appreciate a category where these glitches are used, but would also hate to see them in the no-major glitches runs.
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I'm having problems with some private messages in my inbox. At first the messages are Ok, but after sometime when I try openning them again I have the message below and can never see it again. Could not update private message read status for user DEBUG MODE SQL Error : 1690 BIGINT UNSIGNED value is out of range in '(`nesvideos_forum`.`users`.`user_unread_privmsg` - 1)' UPDATE users SET user_unread_privmsg = user_unread_privmsg - 1 WHERE user_id = 4113 Line : 384 File : privmsg.php Backtrace: includes/functions.php[743]: ErrorPrintBacktrace() privmsg.php[384]: message_die(202, {string(53)}, string(0) "" , 384, {string(45)}, {string(91)})
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That's a nice trick! It will probably be useful. Now is to look for places where it could be useful and if you really have to use two enemies, like sniq did, or if it's possible with the original idea of just one enemy + invencibility time.
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Taco wrote:
I have to admit, though, that I didn't actually expect it to work at all.
Where's your faith, man? Edit: Damn you!!!
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I suggested exactly something like that to Taco yesterday, except that my idea would be to use just one enemy, get inside his hitbox while invencible (after getting hit by something) and position Samus to get a damage from the enemy while freezing it in the same frame the damage occurs or something like that, in a way you land on top of it's hitbox. Moozooh: It's just the trick described above by sniq where, if you have a spark to activate and you activate it in the same frame the hurt timer will end you get a free spark. He used a frozen enemy so he is inside it's hitbox and can land on top of it and activate the shinespark in the right moment.
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So if you can cancel the knockback animation and shinespark right after that, in the magic frame, you can get a free spark anywhere? Edit: Your edit answered the question. Well, in that case, if Samus is in a specific position close to a ledge or something like that and get a damage boost that puts her on the ledge in the magic frame, if we can make it work consistently, then we would probably have many places to setup this trick.
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The X-Ray mode one is pretty cool, but seems too complicated to setup to be worth using somewhere. The quicksand one is very interesting! I hope we can find a way to use it to save time. How does it work exactly? Why does the quicksand activates the stationary Samus? Edit: Any chance of this working on Lava too?
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Sorry, ok. Got it. I have to change the options to 720 at least. Thanks!
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This Video is playing ok, no flickering issue. I'm not sure what you mean by "CPU cores capped", but there's nothing running besides the youtube page. In regards of the resolution (?) it's in the automatic which is 480. When I right click both videos, the "Ok" one and the troublesome one, I get the same info: Image
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Hum... I have no idea where the problem is, cause I'm watching it on html5 now and still have the same issue. Sometimes is shows Samus flickering, sometimes just her hitbox without flickering and sometimes it shows nothing. Whem I right click the video it says html5.
Experienced Forum User
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Hum... yeah, flash player. I thought it would be a problem with the video, cause when I watched other video of an older TAS I didn't have this problem.
Experienced Forum User
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The youtube encode doesn't show Samus when she gets damaged or in elevators, is that ok for a publication encode?
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I'm not sure if I understood it correctly, but when messing with the moonwalk using the speedkeeping trick it was only possible to switch directions once Samus gets vulnerable again, so you use a damage boost and the speed is kept while going to the oposite direction. When I read the post by Sniq I thought he found a way to switch direction imediately after the first moonwalking frames, so you would not have to wait the 60 invencibility frames.
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Sniq wrote:
It's apparently possible to just switch directions from moonwalk and speed is kept.
Just switch directions? No damage boost needed?
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Taco wrote:
if just one or two good room strategies with the moonwalk glitch are discovered, it's probably worth it.
So let's dig this game a little bit more.
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Location: Brazil
That's not that much if you can find at least a few good aplications. Also, you have to see how much you'll have to delay the intro to get perfect Ceres, if not any frame, you're already saving a few frames, if more, than the moonwalk option may cost a few more frames.
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