Posts for Warepire

Warepire
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Wow that was broken, I loved it. Due to the fact that the game does not end according to TASvideos requirements I want to urge that this will be published as a concept demo, this is too awesome to not publish. Yes vote.
Warepire
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I have not been successful in getting Tekken 3 to work either, it's a game that I would like to work on some day, so if you find a way to start it, let me know (perhaps we can work together if you're planning on TASing it)
Warepire
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That was ... glitchy. It had a lot of parts where the game seemed to squeal in agony. Yes vote.
Warepire
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I support this decision and I will look forward to your WIPs.
Warepire
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That was awesome. Yes vote.
Warepire
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Finally got around to seeing this, not as entertaining as the Mega Man run but still excellent execution and a great watch. Yes vote.
Warepire
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If you are aiming at improving this one, in addition to what everyone else said, it might be in your interest to check out these old submissions by Ryuto: #3130: Ryuto's DS Brain Age 2 in 02:59.60 (Canceled) #3123: Ryuto's DS Brain Age 2 in 08:00.61 (Canceled) #3135: Ryuto's DS Brain Age 2 in 08:00.61 (Rejected) (I have not watched this submission)
Warepire
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The rules say that you shall use the hardest difficulty unless you have a good reason not to. What could be even more interesting is using the weakest character in the hardest AI setting and still beat the AI without problems.
Warepire
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Ooo, I will have to order this as soon as I get some income.
Warepire
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Post subject: Game idea: Sküljagger
Warepire
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I did search but I didn't find a topic for this game, nor a proper SNES wishlist, so I made this topic. Please merge it with a suiting thread if this topic is out of line. I spotted this game about a year ago and I thought I was going to TAS this myself but I realize I am never going to get around to it. So if anyone is bored and need a new project I think this game is going to be interesting to do. I played it in real time and it's a lot harder than it looks, some levels are really evil. When playing in real time and you make a wrong plan, you may need to go back several levels to collect something, then re-play all the levels up to the problem point and then try to beat it... and it will still grind your gears over how evil it is. For those who never heard of the game, here is a part of the Lets Play I followed when I got the idea to TAS it myself (which most likely will never happen): http://www.youtube.com/watch?v=qgGzVQKI2Ho
Warepire
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Highest ranking track from Heavy Barrel ends on 377th place, while Duck Tales - The Moon ended on 5th place... Feels kinda wrong.
Warepire
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Spikestuff wrote:
Warepire wrote:
I will refrain from voting until that bodyslam question is answered.
The body slam like that actually speeds up time as the sprites movement is shorten if i went down further I wouldve lost more time
Ok. Considering the points mklip2001 pointed out that I didn't think of I will vote meh. I can assist with moral support and feedback along the way if you want to try again.
Warepire
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This is a thought I've had for about a week, and I decided to post it in case it will help in some way: Somewhere off in the far future I am guessing we will be able to TAS commercially released games. Some of these games run better with older versions of DirectX than 9.0c (or higher for those who have Vista / 7). Is it anywhere feasible / possible to make Hourglass able to handle several different versions of DirectX? A great example of a game that runs better on older DirectX versions is Tiberian Sun that utilizes glitches in the DirectX version it was developed for. With DirectX 9.0c (and higher) it crashes randomly because some objects use illegal methods for drawing outside the screen etc.
Warepire
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Broken enough to make me laugh. Yes vote.
Warepire
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It's nice to see you took most of my advice to heart, the run look loads better now. I did still see some missed shots though in the autoscrollers (I would still like to see 100% enemy kills for entertainment), and there is still a questionable bodyslam in the TAS (the one you perform at 21:57 into the encoded video), any reason for not bodyslamming through the boxes into the ground below? It feels like it would be faster than despite missing that directional fall. I will refrain from voting until that bodyslam question is answered.
Warepire
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Pirohiko has paused the TAS due to emulation issues of the game. Until these issues are fixed it is uncertain if a 100% completion run can be done.
Warepire
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Although the music is annoying as hell and it gets quite repetitive after a while it is great to see how quickly this game can be beaten. As already said by others some of these solutions are impossible to perform in real time. I vote yes.
Warepire
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Please use the edit button to add info to your last post if no one else have posted after you. Unless a long time has passed, then you can make a new post to bump the thread.
Warepire
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PreddY wrote:
could someone please up this to YT? i cant watch this without enraging about that annoying ads scrolling through the vid...
Those are easily disabled by clicking the speech-bubble on the video player.
Warepire
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Finished watching the TAS now (through encode, not by vbm, so some of the concerns may be invalid). Besides not using the most optimal movement pattern I found these concerns: You do not do much to entertain in downtime (when you wait for stuff). Switching between facing left and right at a 30hz level, ducking, "dancing" to the music etc. You seem to get stuck in an unnecessary amount of boxes. You missed a spin attack on a shark in the first scuba level costing you a mask (for a TAS this is really sloppy), for all scuba levels you seem to have problems staying in an optimal direction, you often take corners way too loosely. In the first blimp level you miss shots. In a TAS you do not want to miss shots unless you are going to write something funny in downtime, manipulate luck or use it to increase your speed in any other way. (I.e.: Missed shots need a purpose). Since it's practically an auto-scroller a tip for entertainment is to go for 100% kills and all boxes. Ngin fight looks really badly optimized as you mentioned. In level 14 you could have used one of the masks at the end a lot better than wasting it on a purple beast (better use would have been the nitro hurdle) In level 16 you missed a body slam.... Later you waited unnecessarily long at a boxwall (double highjump lets you jump 4 boxes). In level 20 you could probably have crossed the first nitro double-hurdle with a tornadospin faster. Here is another failed spinattack costing you a mask. Your sliding seems worse here, it's almost as if you crawl for a few frames before you rise and slide again. For the above reasons I am voting no. I really recommend that you do not keep your work private but post WIPs and your planning in the discussion threads, this lets us share glitches and tricks you may have missed, leave feedback and come up with ideas in order to make your work even better.
Warepire
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Spikestuff wrote:
Lil_Gecko wrote:
For having messing around with TAS tools a little bit on this game myself, I'm pretty sure that slide-spin is faster than slide-slide, because if you let the slide finish your speed reaches 0 and you have to wait for Crash to stand up before sliding again.
Actually from looking at wwmarx he does use slide only this is my own fault for not getting the slides correct and to slide-spin actually makes it feel slower as I observed closely to Turbofa's run
wwmarx's or turbofa's runs is not optimal, it was later discovered that slide-spinning is faster in this game (as per comments in the submission thread). I have been working on N-Tranced with Bhezt Rhy for a while and we have managed to find the best pattern possible of slidespinning in that game. You need to spin as the speed of the slide peaks. You will need to watch Crash's moving speed in RAM watch or with a LUA script to get this timing right. You can check the posts in the planning thread of N-Tranced to get the idea of how it's done. (The WIPs sync on VBA22) I still need to see the entire run. So I will not vote yet.
Warepire
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Location: A little to the left of nowhere (Sweden)
Warepire
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Location: A little to the left of nowhere (Sweden)
I could be totally off but it seems that the girl to the right in that last picture could be a young Jennifer Aniston. Hard to tell from all the blur.
Warepire
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I cannot see any special reason using the European version over the American version, why was the European version used? When there are no gameplay differences between the versions the American version is preferred, here you have an extra screen to select language working against you that the American version does not have. I will refrain from voting for the time being. **Edited for better wording**