Posts for rythin

rythin
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I can personally second what Spike has said about the game being very crash heavy, that said, from what the author has said and looking at the input file it appears the movie was simply made by playing the game in real time (well, as real time as libTAS will allow anyway) and as such is quite subopitmal. I understand dealing with a crash prone (and allegedly desync prone though I haven't played around with it enough to confirm myself) game is really frustrating but it seems to me that Tegron doesn't quite understand the TASing process. Luckily there are guides that go over just that, which I personally would recommend reading or watching the ones on youtube. Of course they don't apply to the libTAS workflow exactly, but they should still give a good idea of how the process should look like. As for the goal choice, I understand starting out with the shortest possible ending, though I hope to see a more "full" run if the TASing conditions can be improved. Voting No for poor optimization, but would love to see you have another go at it!
rythin
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I'd argue they're not exactly entertaining either. Again, the run would look pretty much identical regardless of character, as any differences between them stop being visible the moment you finish your item build.
rythin
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Character choice is also clear and aimed at optimization, and I’d be interested in seeing runs with other characters as well, which would also count as separate branches.
I can't help but feel this would introduce unnecessary bloat to the branches. While having different endings as separate branches absolutely makes sense, since the gameplay is significantly different to acquire the various endings, the characters in this game are all pretty much the same. Any differences they might have quickly get overshadowed by the item build acquired in the run.
rythin
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Can you try running it with gl? I've had desyncs between gl/vulkan but from what the others were saying it seemed like I'm the only one, so the resync was for gl. Spikestuff was able to confirm sync on either option. I don't think it should make a difference, but I'm on WSL.
rythin
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Yeah, there's no SRAM needed. The game is meant to end at the Mom fight on the first run, after which you unlock the intended way to descend down further. By creating a trapdoor arbitrarily by using an item, rather than relying on one created by defeating the boss, you can sidestep that unlock requirement.
rythin
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Gotta love the loud menuing jumpscare. As for the run itself, I really liked it! The movement was smooth, the combat looked good and the skips were cool! It's a shame so much of the game gets cut out by the menu storage glitch, would love to see a no menu storage or all levels TAS in the future, though I imagine that would be quite the undertaking. Yes vote!
rythin
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Short answer: You don't. Long answer: At the moment there's nothing reliable on Windows. If your game has a Linux port, you can use libTAS. If the game is made in Gamemaker Studio or Unity, a Linux port can be attempted to use with libTAS, but is not guaranteed to work. If all else fails, you could try Wine in libTAS or AutoHotKey, but both of these should be a last resort option as they're horribly unreliable and you're not likely to get anywhere with them.
rythin
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Thanks!
Patashu wrote:
Would you consider TASing "Platnium God, Chest" too?
I was planning out a Chest run from a fresh file, I would like to do a TAS with some savefile progression and I have a way of making it not as repetitive as would be expected :p I was considering doing one from a completed file aswell but I'm worried that it would just be the last segment of the fresh file TAS with nothing new that's full-save exclusive. I have big plans for Isaac though, there's definitely gonna be a couple more movies submitted from me over the next couple months.
Post subject: Roguelikes
rythin
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Hello, over the last couple months I've been planning out a couple of TASes for some roguelike games like Binding of Isaac or Risk of Rain, however I'm running into something that could be a potential issue. As you probably know, roguelikes have some randomization to each run to make it unique. For the purposes of a TAS, obviously one would manipulate that randomness to get the best RNG and save time. My issue is any run that revolves around acquiring unlocks rather than just reaching the credits once. With libTAS's ability to change the system time mid-TAS, it's possible to restart the game and re-seed RNG to the same value it was at the start, meaning that you don't have to manipulate RNG again for another good start when the TAS has to do multiple playthroughs (runs) of the game. Of course, this might make the TAS quite repetitive to watch, always having the same start of the run and only potentially diverging somewhere in the middle (or potentially not at all, depending on the task at hand). So I guess my question is, what do I do about it? Do you think it's fine to have repetitive segments like that, or should roguelikes TASes forgo re-seeding to the same seed and do even more RNG manipulation? Another question, also related to roguelikes. As far as I can tell, TASVideos prefers TASes made from what's essentially a "fresh install" of the game with no or minimal previous data. This is usually fine as a "default run" of most games would start from a new game, fresh savefile etc. However in roguelikes, both in normal play and speedrunning, the "default run" tends to be done on an existing savefile, usually fully completed. This is reflected in RTA speedrunning communities who will tend to run on either fully or partially completed savefiles. So with that in mind, would it still be preferred for roguelike submissions to include the "setup" section as part of the TAS (for example, unlocking the true final boss), or should it be in a separate verification movie and have the actual submission be more comparable to a normal run or an RTA speedrun?
rythin
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keylie negative seven JAG
rythin
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Natetheman223 GMP
rythin
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Joined: 11/4/2021
Posts: 56
rythin
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Joined: 11/4/2021
Posts: 56
Yes! Sorry, I guess I forgot to mention it anywhere but this TAS is indeed glitchless. I wanted to optimise the main category RTA runners care about, which appears to be glitchless. I also think the glitch used in the glitched runs is rather boring and wouldn't really do anything other than make this already really short run even shorter.
rythin
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Prince of Persia, and especially the sands trilogy, are always a treat to watch. From the fluid movement to the awesome glitches, these runs have something to offer for everyone in an RTA setting, and especially so in a TAS. Cutting out a lot of the time humans normally take to set up some of these skips, as well as really pushing the movement mechanics to their limits to save fractions of seconds, this run is nothing but eye candy. The category choice is good. While the zipping glitch is hilariously broken, as you mentioned in the submission text, it does get quite repetitive. I found the zipless restriction, along with the menu glitch not being available on console, made the run much more entertaining to watch than RTA runs. Yes vote, of course.
rythin
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Fun watch! Though, seeing the extra darts thrown away feels really unsatisfying, makes me wish this was a max score submission instead of aiming for fastest time.
rythin
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I am an avid enjoyer of anything teleporty in a TAS setting and of course love to see more pico rep. Yes vote!
rythin
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I love risk of rain by the same devs, but never played deadbolt. Was very fun noticing some similarities in design, most noticeably with the sounds used in the game. Of course, the TAS itself was great too, even though the run can be kind of hard to follow at times with the rapid camera movements, it was very enjoyable and looking at the RTA boards, it saved an absolute ton of time over the record, especially given how short the game is. Yes vote.
rythin
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Did you die at 2:55
rythin
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Great work, plenty of improvements compared to the any% TAS and with completing all the levels, the run finally has some *meat* to it. I especially loved some of the routes you came up with for the non-any% levels, precise walljumps that just barely don't bonk on the ceiling above. Very satisfying. Seems like you didn't struggle with the cycles much either? If you did, it's not very apparent except for the second to last level, assuming those jumps were required, looked really unfortunate. Easy yes vote.
rythin
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Last I checked it had issues getting textures to load but Mirror's Edge 2D has been on my eye for a while now. The Red Ball series would probably make for a good TAS showing too, I know at least the first game has a TAS already but it would be nice to have it done with tasvideos-approved tools :D
rythin
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Synchrony *runs* in libTAS, however is very prone to desyncing from my experience. As far as I know its because Synchrony will occasionally lag and drop inputs when loading in new sprites and the like, though I only tried TAS-ing Bard (the character who moves at his own pace, regardless of song) so the 1-frame inputs tended to desync fairly often, though a char who's bound to the song playing could probably have the direction button held down for longer to prevent desyncs like that? I've been meaning to look into it but been busy with other stuff lately. Technically the original game also has a Linux version that might work better, though I haven't been able to get it to run in my VM.
rythin
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Camwoodstock wrote:
truly an innovation in the pumkin feeding scene Jokes aside, this unironically might open doors to more Flash Game TASes, which is really neat. Would genuinely like to know the methodology employed, as it could be useful for TASes of more... standardly-TASable, Flash Games. (Does that make sense, hopefully it makes sense). As a joke, though, yeah it's Hungry Pumkin lmao
I am appalled and quite frankly offended at your disregard for the pumpkin feeding technology at display here. There have been a couple more serious Flash submissions in the last few days which outline how they are made a bit more: https://tasvideos.org/7369S https://tasvideos.org/7376S https://tasvideos.org/7368S