Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I like this new run much better. I think this will turn out to be a publishable run (though pretty average). 1) What is up with holding up+down? does that do anything? Also, are you putting up on auto-hold? That would probably make the TAS process a lot easier 2) DEFINATELY BEYOND A SHADOW OF A DOUBT do the training course on sunday. This is %50 of the game and it would be a shame to not represent it at all. by putting it on sunday it become kind of a bonus scene or something. You COULD have ended input by now but you want to show off one more thing. 3) I like that you play with death more and show off things like running over the dog house. In the later days, focus on destroying a more variety of things. Anything that can be destroyed or hit should be hit at least once at some point. Smack the grim reaper with a paper with a paper even though it doesn't "hurt" him or give you any points :) 4) Good, luck
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Bag of Magic Food wrote:
So let's insult it some more rather than making a new one!
hold your horses, I am working on it.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This progress has officially resumed. I am currently redoing lv1 yet again...
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yes vote
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
Voting no. I just wasn't entertained much. It seemed to humanly possible and nothing extraordinary. There were glitches which are always cool, but not enough for me to vote yes. Mickeys running animation cracked me up though :)
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
It does seems that way but watch at slow speed. The spiked wall comes up and kills him. A few frames later I shoot the wall. Perhaps that is a gray area since I manipulated it so that the enemy would be killed by the wall. But I consider that the guy committed suicide.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
For the record, the previous run destroys those tanks as well.
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adelikat
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Joined: 11/3/2004
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Truly and amazing run. Without having ever seen this game before, I was in complete awe. This will be one of my favorite TASes on the site. All those critical hits. JXQ is a sick man.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
VANDAL wrote:
I'm not the biggest fan of pacifist runs
Well, me neither. But in the case of contra it isn't a terrible idea and doing this run helped me learn a lot that will be used in my eventual 2-player TAS. The ETA on the 2p run is still awhile from now. I have discovered things that will require me to redo the entire run. Also, with dual spread guns, it will take a lot of work to optimize. Morrison: I saved about 2 frames on level 1 & about 30ish on level 2. Those levels were pretty solid in your wip :)
tmont wrote:
-Why the wasted shots in Hangar? I know some of the offscreen shots were wasted to manipulate the spread spamming thing, but some of them seemed worthless (like around 28400, for instance).
Like I state in the submission text, those shots are to manipulate where the enemies will appear
-It's not necessary to kill the tanks in Snowfield... if you die. Destroying the tanks makes it not seem pacifist, since you're killing stuff that's avoidable. Dying is pretty ugly, but it's not really "no death" since you die at the end anyway. It seems like something needs to give (like not dying at all, and distinguishing that this is a no death run, or redoing Snowfield and bypassing the tanks).
Gross. Not sure what to think about that. I guess I could just die and move past them :/ I'd probably rather just redo the end and add a few frames to avoid the death and call it a no-death run. Well, I don't like that option either. Why did you have to go and complicate things? ;p
-How does the waterfall thing work? I've tried to duplicate it many times and could never get it to work
I don't really know exactly how/why it works but to get it to work you must jump left on the PREVIOUS jump and at the right frame push right. If done right the next jump will be succesful so long as you jump to the right to land on the platform. Often there is no "magic" frame to push right that will work and you will have to redo the jump before the previous jump. That probably sounded like nonsense but it is my best attempt at explaining the damn thing :p
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Wow, that pic is 2 frames away from the one I selected O_o I have a shot of the character is the same spot but facing right.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Randil wrote:
Plus, I think that many people want to see a full week of perfect deliveries, since it's really hard to do on console. I think it's more impressive if I get perfect delivery every day.
%100 agreed, good point. Forget my idea :p
1. Throw only one paper to every subscrber. 2. Fastest time. 3. Maximum score.
I like this a lot better. Though throwing multiple papers to get extra points is a cool trick to show off
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Certainly a publishable game but I think this isn't quite optimized enough. The boss fights bugged me. I saw a few attacks that missed the enemy and I question your use of special attacks sometimes (I know you say you were able to mainpulate the enemy's pattern). Also about the characters, I wonder if we should have 2 runs each with a different character, I know they have differences but I can't imagine the two runs would be drastically different. Perhaps your TAS should have the most optimal character. Then do a run of the "sub-optimal" one and see what people think.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Hmm, I would have like to see more crazy demolishing of stuff. What I worry is that as you get more resubscribers, you will only have enough papers for the mailboxes and not be able to do the fun stuff :( I enjoyed watching it however. BTW, is there a time difference between betting a resubscriber and losing subscribers? Either way, maybe you could do a minimal paper delivery run that maximizes score. So you just keep the one subscriber and go psycho on the rest. So your goals could be: 1) Minimal successful deliveries (1 per day) 2) Fastest time 3) Max score
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
The game bored me, seemed a bit too straight foward too me. The waits looked bad (though probably not avoidable). In the first tom fight, I am pretty sure one of your shots didn't do damage. This run looks like it is improvable but not drastically so. I give the game a D+ I give your run a C+ but overall I am voting no.
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adelikat
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Joined: 11/3/2004
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1) Why the european version of the game? 2) couldn't find (E) rom (only U) so I can't take a look at this submission.
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adelikat
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Joined: 11/3/2004
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Good improvement! This is a good example of glitches/tricks turning a crappy game into an interesting TAS. The shortcuts were nice, taking damage looked optimized, and the boss fights looked very impressive. Yes vote and I will accept this for publication.
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adelikat
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Joined: 11/3/2004
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Ouzo wrote:
Maybe the current run can be moved into the concepts/demos section. YES.
It has.
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
So we are going to have a run of every mortal kombat game?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Gorling wrote:
top 5 runs ever
ditto
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
DK64_MASTER wrote:
You need a Gradius ship blowing up Arby's and flying toward a restaurant called "Joes."
XD I love it.
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adelikat
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Joined: 11/3/2004
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Seriously, how can a glitch hater find this objectionable anymore? It is just sooo over the top broken that it doesn't even count as glitching a game. It has become a whole new game. A game where a hero zips around like a madman and occasionally fights a bad guy that he doesn't feel like zipping past.
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adelikat
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Joined: 11/3/2004
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You people need to chill the **** out. This dude just made a funny gif in his free time and decided to share it. Don't bitch about it like this. Phil: The megaman zipping was probably chosen because it was FUNNY. "OMG my head is stuck in this wall! Now I am flying through the air at lightning speed! *arms dangling helplessly*" IMO, no one here who has complained here has made any suggestion that might actually be funny. LIGHTEN UP. EDIT: BTW, the zelda one is equally awsome, I love it :D
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adelikat
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Joined: 11/3/2004
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TOTALLY AWSOME :D
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Randil wrote:
I would just get happy if this movie is given a decision, whatever it should be. :)
Well, if you hadn't optimized it so well it would be an easier decision :p As is, it is a borderline movie. In these cases I usually reject unless it gets a lot of support from viewer which this movie has not. So I will reject this run.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
well it is submitted :) (sorry spider-waffle, I seem to work too fast at this game) I think the lv1 jump attack is optimal, I tried many variations there and that was the one that had the best results. I can't end level 2 with raph because I need to take all the hits that I do in lv2 so raph must be down to 16 health and he must take a hit in lv4 to get the rope and if I start lv3 with him he must take a hit just before getting the rope. Also, in lv3 I can't predict ahead of time if I am going to hit the knight or his fire which further comlicates things. Using raph for lv3 may be an option since I can pick up shurikens for him but without don's bo there are several places that will be slower (like the 1st fire guy in the last building) and the birds(?) in the sewer. Using him will at best save 40 frames minus any slowdowns such as these. Not sure which bulldozer you are talking about but moving below him sounds like it would cost time. The amount of health I have works out so that I can take a hit there without any "opportunity cost" later (no other place that I could take a hit instead) Facing right when falling down a ladder doesn't matter as long as you are able to get the right x position while falling. If timed right (and subpixel dependent) you can get the same results while facing left.
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