Posts for Reeve

1 2
8 9 10 29 30
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Great work so far, dood! Keep it up!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Yes vote! I aways liked this game and the old run was one of my favorites. Of course this one is now replacing the old one in my list of preferences. Thanks for accepting my suggestion and congratulations for another amazing work!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Yeah, i know why. Hehehe...
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Congratulations, Dooty, for another great improvement and great run!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Simply amazing!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Damn, i love Quackshot! Looking forward to it. Good luck!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
As far as i remember there was a third button that was only used to scape when any enemy grab you. That was the only function of that button. It would probably not be usefull in a TAS considering there's no advantage (as far as i know) in getting grabbed by an enemy.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
feos wrote:
As I finished with all regular encodes now, I will start putting things together for the 'gameplay only' encode.
I'm looking forward to it. Will it be uploaded to Youtube or just a downloadable option?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
In the second round, instead of a pattern where Draygon spit gunks around, Cpadolf got a pattern where he just swoops on the screen going to the left. By doing this Draygon get's faster to the center of the screen where he is killed. In a second round where Draygon spit gunks he goes very slowly to the spot where he is killed. There's probably a better explanation for it though.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
X-Ray is used to save time on the space pirates right before Ridley. A charged plasma shot is released on the second pirate from right to left and X-Ray is used to make the shot register two hits and kill the pirate. If you're talking about X-Ray glitching (OoB), then yeah, this run doesn't use major glitches.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Sometimes when i load the forum i receive a message saying i got banned, so i can only access the main page of the site. I have to restart my moden/router to solve the issue.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
It's really cool this strategy is faster, cause it looks much better. Nice find, dood! Edit: Cp, i got the smv to be 2 frames faster by letting Samus fall in the end of the grapple momentum instead of jumping.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Have a question too: Playing around on the attic room i found something strange. http://dehacked.2y.net/microstorage.php/info/785911191/Stuff2.smv The floating creature has 250 health points and the wave + spazer shot only inflicts 70 health points damage. In the smv, if you use the last script P.J. posted you'll see that the beam goes through the creature damaging it 4 times in a row (280 health points), so the enemy is killed and the beam doesn't desapear. I'm not sure if this can be done in other areas of the game, but in this particular room i've noticed it happens when the creature is close to the spark of the hub, when using the script i mentioned there's a box where you read "80/80" and something like a life bar and when the creature is close this happens. Does anyone know why this happens and if can be used against any creature in any room?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Really nice run! Yes vote!
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
It seems the best option in this situation is to place the Power Bomb as close as possible to the bomb block. smv Edit: Managed to improve the Pink Brinstar Power Bomb room a bit more by using grapple while going through the solid block and by a better damage boost from the spikes. smv
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
I'd say that's really good news! The run would suffer a lot with the extra pauses which would kill the entertainment. Regarding the gravity jump, the idea was to disable it for the second jump, the one before the attempt to go through the ceiling, don't know if that would make any difference though.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
So it's probably just the areas you pointed. Watching the run again i felt like ice would make impossible to collect some drops without slowing down samus a lot. It's a shame that trick to go through the ceiling to springball using grapple didn't work, otherwise it would make ice beam early a no go. Did anyone tried disabling gravity suit before the last jump in that test? Edit: also it would be good to have some numbers of early ice x late ice just to know better the time differences.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Getting ice earlier would save time in the area with many enemies under the gates room that leads to ice by NOT having it equiped, at least over the previous run. When i considered ice earlier some time ago i tried to think in a way to grab also the missile pack in the tower under it, but couldn't think of anything usefull.
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
If faster it's probably not worth, but decided to post it anyway. smv Edit: No big deal, but... smv
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Thanks for the explanation, Kriole! I managed to improve the bubble room missile pack strategy a bit more. Just for you guys to have a base when optimizing. smv
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Isn't that normal? I mean, i noticed that what determine the drop is the realtime frame it appears, so adding lag during door transition would change the realtime frame the drop will appear changing it to another. Isn't that right?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Just curious, is it possible to know around what frame you would have a double health drop from the green bats on the way to speedbooster? Or maybe one health and one super...
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
See how it goes till crocomire, iirc you can get to him with just 1 health point and use a CWJ from his hitbox to reach the E.T. without dying. If health is not an issue and if you can handle him well enough without many supers, maybe that damage boost falling on the vertical room could still be worth...
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
It's a shame lady luck didn't smile at you. A big health drop from green creatures when returning from speedbooster or two when going for speedbooster would probably make possible the damage boost mentioned by hero and probably would cancel the need for that big health drop from the fire ball. Btw, if you use a super missile on the pink door going for wave beam you would save some time which means waste less health, would it make any difference?
Experienced Forum User
Joined: 5/12/2009
Posts: 748
Location: Brazil
Would another wave of bugs be enough to solve the health/ammo issues? Edit: Managed to improve it a bit more by landing the power bomb earlier. Not Optimized smv Edit 2: Just watched your wip, Cp. In that room with the missile pack inside the lava, the one before the lava rising room, isn't it worth getting a big health drop from the first crab?
1 2
8 9 10 29 30