Posts for fishmcmuffins


Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
the commentated twitch vod was hosted on my channel - currently uploading to youtube to address that issue (meant to do this earlier, sorry, life has been hectic lately). as far as it being a revision behind, the difference between the runs is less than a second (which given the length of the run is kind of a drop in the bucket), with the majority of changes being tiny tweaks and last-last minute cleanup. essentially, if we did commentary over this published run as compared to the previous "revision" i'm pretty much certain we would have nothing new to add or would have nothing to seriously change about the commentary of our run. still, if it's an issue i would understand it not being included in the official publication notes, but i'm definitely not about to gather the gang again to re-record commentary lol. edit - commentated run should be up here https://www.youtube.com/watch?v=fQBKAkAxaiM . uploading over night while i sleep so if something is disastrously wrong with it it'll be a bit before i can reupload.
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
essentially our definition of 100% (which matches the rules used for the category for human/unassisted runs) is essentially "grab all collectibles that don't require revisiting levels (golden berries) and complete every level". since the game doesn't have an ingame percentage counter things get hard to define - the game does track things such as full clears, but at the same time also tracks what NPC conversations you have had and sets "flags" for future cutscenes to unlock more dialogue and lore. essentially, there's a lot of permanent flags the game keeps track of, so lines have to be drawn somewhere for sanity. while full clears are tracked by the journal (and the journal only), they are kind of obscure and feel like more of an arbitrary challenge (similar to gold berries), are somewhat buggy (fun fact, you can get full clears by swapping out a red berry with a golden berry, which isn't relevant to this TAS but just an example), and don't add much of interest to the category (i would argue it does the opposite, in fact). that said, i also don't think time investment should be a relevant factor in whether we should do full clears or not - why should it make a difference if we should/shouldn't include full clears if it added 3 minutes to the run instead of 10 seconds? just my two cents, not meaning to start an argument/no hard feelings.
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
feos wrote:
How much longer would this movie be if it included Full clearing each level?
i would expect like less than 10 or so seconds? the only levels not full cleared are 1A, 2A, and 6A, all because they use return to maps to cut down on backtracking - might be worth mentioning only one of the four return to maps is not faster for real time as well.
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
was a very fun project to be a part of, hope people enjoy! this is linked in the submission text, but for people who skim or otherwise i figured i would bring up again - we have a vod of our live showcase for this run with commentary, although it is missing a few last minute improvements. still worth a watch if you want some explanation and chat popoffs! https://www.twitch.tv/videos/512388789
Post subject: Re: Celeste for SGDQ 2019
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
dwangoAC wrote:
This is the wrong place for this but I haven't made a dedicated thread just yet - I would like to solicit a Celeste TAS for SGDQ 2019 and I think an All Berries or 114% or whatever category is ideal for this. I know there's some questions about what a "more complete" run might look like but I'm just throwing it out there that I'd love to see it happen. TGH is on board with attending to provide commentary. Thoughts on the viability of that?
an all red berries TAS has been finished and 100% is currently in progress. all red berries would be great for SGDQ, it's a pretty good length (40ish minutes) and has a lot of really impressive things going all while madeline has 20+ berries flying behind her - 100% seems a bit long for a GDQ, but all chapters could be good as well. on that note, if this does happen and you need more people around for commentary, i am planning on attending SGDQ 2019. i've contributed a bit to this TAS and the other celeste TASes in progress currently, and have even more time to work on this game since my other project just got finished up. i ran Dustforce last year and am planning on submitting a few more games this year, but will make an effort to go even if nothing i submit makes it in. if these plans go through, feel free to get in contact.
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
aaaaaaaaaaand the run is already obsoleted :D https://streamable.com/gkq04 18 frames saved with a new dust route at the start to catch a massive boost that a player accidentally discovered today. joking aside, happy to have the run "finished", we'll be taking a break for a couple weeks before we worry about getting this TAS working on libTAS for submission on the site.
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
ais523 wrote:
When doing 114%, does anything force you to complete the A-sides on the first run through? You need the heart and cassette, but I can't see any reason to actually complete the stage until after the gold berries have been unlocked.
technically this is true, however several stages' optimal strats for 100% involves returning to the map to chapter select warp through the stage... eg: imagine you hit a chapter select checkpoint, and then have a 3 screen detour for 2 berries that forces you to backtrack - it is far faster to just return to the map and then warp back to that chapter checkpoint you hit after collecting those berries. this cannot be done with a gold berry. still, that could be solved by just routing around those cases and getting them out of the way on the initial run rather than the gold berry run - could lead to some interesting routing, but at the end of the day you absolutely have to complete every B and C side twice, which would be an extra 30ish minutes of completely redundant gameplay (quite literally just copy paste inputs). either way, lets not get too far off topic worrying about 114% routing :p
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
a player earlier today stumbled upon a way to skip the prologue cutscene, saving 19 seconds of TAS ingame time and similar timesave for RTA. we are getting into contact with kilaye/keylie to update the submission to include it in the run, along with a few other frames found here and there since this submission. hopefully won't take longer than a couple days, should be relatively easy to implement.
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
FractalFusion wrote:
Looking forward to 100%, but feel free to exclude golden strawberries (all that does is force you to run chapters multiple times).
we're currently working on the 100% and an all chapters run, so hopefully you won't have to wait too long! the standard 100% category for RTA doesnt include the golden berries due to them being redundant and we plan on doing the same for the TAS.
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
had fun working on this! while i didn’t contribute as much as i’d like due to being pretty busy with classes and other personal projects, i’m hyped to improve this and other categories in the future. that being said, regarding playing 5B and 6B over the A-sides - our goal for this run is to finish the game as fast as possible, and thus we picked the fastest route. in terms of entertainment, it’s impossible to have an objective argument over which would be more entertaining (both versions of these levels have some really flashy screens and some relatively boring basic platforming) and since the difference between the a-sides and the b-sides is several seconds in favor of the B-side route, it seems like a no-brainer. other categories such as 100% or an all chapters run will complete these A-sides - there just isn’t really a reason for any% to do so as well.
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
figured I'd give a quick update since it's been about a year and a half since the last post, and we've recently made a push to finish the SS all TAS, which has been in progress this whole time now. we've "finished" the TAS, save for some input clean-up and possible last minute ideas (luckily dustforce is an incredibly easy game to sync), and intend to release the TAS either by the end of the year or early 2019. our concerns in the past with publishing the TAS to this site was that there were no adequate emulator to run a TAS on a 100% vanilla version of the game - hourglass would essentially softlock on a login screen just after booting the game, and the vanilla version of the game has a few minor loading inconsistencies and other non-deterministic headaches that made a TAS of a completely vanilla version of the game rather annoying, if not impossible. therefore, up to this point we did all TASing on Dustmod, which included TASing support in the form of loadable input scripts and fixed the non-determinism I mentioned earlier. however, there were flaws with this approach - this tool was not running a 100% vanilla version of the game, thus making it incredibly difficult to be accepted as a valid TASing tool on this site, and also lacked several other features that were necessary for such a tool to be accepted (video encoding was the big one, and currently the creator of Dustmod is quite busy and is hesitant to get involved in large updates or new features, save for bug fixes and such). read through the last few posts on this thread and you'll see discussion of this. the suggestion of getting the devs of dustforce to patch some of the minor fixes Dustmod made into the vanilla game was suggested, and unfortunately it doesn't seem possible. again - it's a lot easier to do that sort of stuff for a game you have personally worked on and been invested in, but hitbox team has moved on to other projects and has not made an update to dustforce in almost 4 years at this point. we were not going to even bother with this, but one of the devs caught wind of this discussion and very kindly offered to see what they could do for us, but unfortunately they hit a hiccup along the way (I believe they didn't have a way to compile a version for mac OSes, among other things) and the idea died out. frankly, this killed a lot of our momentum and interest in getting this TAS published, so we simply decided to instead focus on getting a version working on Dustmod that anyone with the mod could watch in-game after running our full-game input script. (not to blame anyone - we understand the standards must be high and don't want to seem like we were begging for an exception or other hand holding) after all, the majority of the competitive player base for Dustforce plays on Dustmod, and thus being able to let them watch the TAS in-game with access to debugging data, slow down, etc. would allow them to more closely study or appreciate some of the intricacies of the run, without forcing them to download external tools. ...that being said, luckily libTAS seems to run Dustforce quite well - Kilaye ran a few of our input scripts for several levels and they synced up just fine. admittedly, we haven't looked too far into everything, but this is definitely something we will pursue when we have finished the full TAS on Dustmod. I believe we even have a script that will translate Dustmod's input script syntax into input data that libTAS can read, thus getting a TAS on this version could literally just take a few hours of minor tweaks and fixes if we were to get lucky and not encounter any major hiccups. so tl;dr, we are pretty much 99% done with our TAS, which we will release on Dustmod by the end of the year - once this is done, we will try to convert this TAS over to libTAS for submission on this site, along with tons of other documentation (we want an extremely in-depth submission text and audio commentary(s) for the run, for audiences not familiar with the game). this would probably take a couple more months of work, but (fingers crossed) we might be able to get this TAS published on this site on a vanilla version after all!
Post subject: Re: Submission Questions
Experienced Forum User, Published Author, Active player (316)
Joined: 1/30/2017
Posts: 12
Location: austin
Nach wrote:
stuff
a lot of thebirdofprey's response (what you went over for the first half of your post) is pretty outdated at this point... most of it can basically be disregarded as information in that post is almost a year old now. we no longer have to splice together IL replays or do anything video editing wise to create a full run of the game. a user in our community created a tool that allows us to run input scripts, which feeds inputs in to the game in real time similar to movie playback tools on any other emulator. currently, we have an input script that consistently completes the game from start to finish. seemed to be a bit of confusion there, hope that cleared it up a bit. im not the person to really discuss OS issues, so somebody else could probably clear that up. we just mostly want to know what would need to be done with this tool to meet submission requirements on the site. hourglass seems completely out of the question for the foreseeable future, and various race conditions and hardware-based loading inconsistencies make a run on a perfectly vanilla version of the game seem completely impossible. the 5 of us have spent nearly 20 months now working on this TAS, and would really like to be able to have the run showcased here, so whatever we need to know for moving forward would be appreciated.