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Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
Great job ThMrksman, since I worked on this for a while on a regular console, I spotted some improvements that you would be able to do. Area 1 Level 1: The pit, you can jump right over it. Level 2: Great job. Level 3: Better to my expectations. Level 4 or 5 or whatever: At the bottom of the conveyor belt, there's a little boardwalk that you can jump on and then jump directly to the otherside, of the conveyor belt. Plus afterwards, it'll probably be faster if you jumped on the platform and then here on out. Area 2 Level 1: Awesome, keep it up! Level 2: Astounding! I was gonna tell you about the crab glitch but I see that you already know that. Level 3: Don't fall down all the way to the floor. This is gonna be hard for me to explain but I'll tell ya. You know those two lonely platforms that you can jump on? When your on the second one, jump to the corner of the edge of the "cave" that your going to exit it in. That was hard for me to explain, I hope you understand it. So far so good, be a good sport and finish this run. EDIT: Oh yes, and I believe that when you are falling off a ledge, it is faster to jump off then to fall.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Kirkq wrote:
Stage 1: (0:29) Falling down into the pit at the beginning seems to me to be slower than jumping, you should test this. Also, I'm not very familiar with N64 TASing, do moving 'right' and moving 'down and right' give you the same velocity to the right or not?
It does look like falling is slower than jumping and i forgot to test that, i'll check. By the way with 0:36 at stage 1, doing another jump is faster than holding on to the ledge.
Kirkq wrote:
Stage 2: (0:58) It appears you are running into that wall longer than necessary, is it possible to bomb it from the previous jump or perhaps jump shorter on the first jump making the second one occur earlier. Is jumping as fast as running on flat ground, what if you're going uphill, what if you're going downhill?
I jumped up as soon as i could, the jump from the conveyor belt was done as early as possible, and if the second jump was done any earlier, it wouldnt have been high enough. As for jumping vs running, this is what i know so far: Jumping is as fast as running on flat ground and they are equally fast uphill (even though jumping looks faster) i didnt test for downhill though, so i will.
Kirkq wrote:
Stage 3: (1:38) I think you should not go out of your way to bomb this before getting there.
You are most definately right about that, i don't know what i was thinking :P
Kirkq wrote:
Stage 4: (2:12) I think jumping on that platform on the right may be faster. (2:20) Jumping from the upper platform directly onto the conveyor may be faster. (2:25) Why do you jump for the back of the trampoline and not the part closest to you?, and opening the box appears unoptomized, (You used a bomb to help you change direction?, Is this necessary?) Perhaps getting a firepower upgrade would be beneficial for opening this box?
2:12 - i didnt try jumping for it because i assumed that you couldnt jump from it to the next platform, ill try when i redo this level 2:20 - again, ill do a frame count test on falling vs jumping down. 2:25 - the jump onto the trampoline was sloppy, ill redo that. However i did discover that randomly throwing a bomb appeared to make bomberman land several frames faster, which is why i threw that bomb. (I'll see if i can get it to hit something to make it look less sloppy but i doubt that it would be practical) Also i think that i might be able to grab onto the ledge of the platform with the box after throwing the bomb at the box, which would save more time.
Kirkq wrote:
Stage 5: Running downhill may be faster than jumping.
I doubt it but ill check
Kirkq wrote:
Stage 6: If you plan on submitting this run you will need to put some effort into entertainment.
Ill make sure that i make a better looking run of that level when i reach it again.
Kirkq wrote:
Stage 7: Is there any possible use for damage boosting in this game? Perhaps hitting yourself can get you past the bombs at the end better?
Damage boosting is going to be a big feature of the TAS but as i don't want to really go out of my way to pick up health (and dying isnt an option) i will have to be cautious in how much health i use up. I'll check whether it's any faster though (and there is health in dragon road that i could get so that might actually be ok)
Kirkq wrote:
Large issues: What is the order of speed on walking, walking uphill, walking downhill, jumping, jumping uphill, jumping downhill, and falling.
I'll get back to you on that after i have done some tests. Thanks for your feedback! I'll start the run over and try and aim for some improvement.
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Posts: 157
Location: The Land Down Under
Captain Forehead wrote:
Level 4 or 5 or whatever: At the bottom of the conveyor belt, there's a little boardwalk that you can jump on and then jump directly to the otherside, of the conveyor belt. Plus afterwards, it'll probably be faster if you jumped on the platform and then here on out. Level 3: Don't fall down all the way to the floor. This is gonna be hard for me to explain but I'll tell ya. You know those two lonely platforms that you can jump on? When your on the second one, jump to the corner of the edge of the "cave" that your going to exit it in. That was hard for me to explain, I hope you understand it.
I had a look and i can see the sky room one, i'll implement that in my next attempt Can you explain the other one though? I had a look and i don't think i understand, i tried jumping up to the exit platform from the other ones like you said (that is what you meant isnt it?) and i couldn't, not that i tried very hard, is there a bit in the invisible wall he can jump through or something? or can bomberman jump around it? Thanks for your help btw!
Post subject: some test results
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Ok, so what ive discovered is that running/jumping is equally fast, with no apparent effect on whether there are slopes or not. Horizontal speed when moving diagonally is slower And (here's the big one) Jumping down is faster than falling down I redid the first level and chopped off a whole 40 frames total, i imagine that i will be able to do similar on some other levels, like sky room, which was done quite poorly
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
ThMrksman wrote:
By the way with 0:36 at stage 1, doing another jump is faster than holding on to the ledge.
I just remembered, I think if you hold left or right coming off that boost it affects how far you go by a little bit. You probably already knew this. It appears you are doing it optimally though.
ThMrksman wrote:
Jumping is as fast as running on flat ground and they are equally fast uphill (even though jumping looks faster) i didnt test for downhill though, so i will.
Thanks for addressing this.
ThMrksman wrote:
2:25 - the jump onto the trampoline was sloppy, ill redo that. However i did discover that randomly throwing a bomb appeared to make bomberman land several frames faster, which is why i threw that bomb. (I'll see if i can get it to hit something to make it look less sloppy but i doubt that it would be practical)
This is an interesting find. If it can't hit something that's fine, as long as it saves time.
ThMrksman wrote:
Damage boosting is going to be a big feature of the TAS but as i don't want to really go out of my way to pick up health
I didn't recall health carrying between levels. Do you get health refills after areas or worlds? I don't recall. As long as you're rationing it appropriately it's fine, but I would check little things as they come up and see how much time they save if you can afford the health loss. A couple new things: 2:08: Would bombing the switch in midair stop the conveyor before you would normally get off it? (speeding you up slightly.) If that doesn't work I think you should run on the conveyor for a bit so that you only have to jump one time to get on normal ground as soon as possible. I don't remember how damage affects you really. If I recall there's a substantial stun time, but I'm looking for the possibility of boosting onto a platform or a possibility of getting in the exit faster. One more thing I'd add. Can you bomb midair without losing time? If so you should bomb enemies to improve entertainment value. (The chicken in Stage 3 jumps out at me among other things.) I'll play through the first world tonight or tomorrow. I'll particularly look at some possibilities in stage 4. Also, Bomberman needs to dance to Nitros's theme (such a good track).
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
[quote="ThMrksman"][quote="Captain Forehead"]Level 3 Don't fall down all the way to the floor. This is gonna be hard for me to explain but I'll tell ya. You know those two lonely platforms that you can jump on? When your on the second one, jump to the corner of the edge of the "cave" that your going to exit it in. That was hard for me to explain, I hope you understand it.[/quote] Can you explain the other one though? I had a look and i don't think i understand, i tried jumping up to the exit platform from the other ones like you said (that is what you meant isnt it?) and i couldn't, not that i tried very hard, is there a bit in the invisible wall he can jump through or something? or can bomberman jump around it? Thanks for your help btw![/quote] Let me see if I can explain better. When your next the exit that you went through on the left side of the wall and your on the platform next to it. Jump to the corner of the ledge that you see, you will grab onto it, pull yourself up, and head through the exit. Let's hope that's a better explaination.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Kirkq wrote:
Do you get health refills after areas or worlds?
Worlds, im pretty sure. On the other hand, ive thought about it and there aren't that many locations where it would be useful to abuse damage, apart from the start of world 2, so it shouldnt be too much of an issue anyway.
Kirkq wrote:
Can you bomb midair without losing time? If so you should bomb enemies to improve entertainment value. (The chicken in Stage 3 jumps out at me among other things.)
I found out that dropping a bomb using R while jumping either loses bomberman a frame or doesn't affect him (and sometimes gains a frame?!), ive done up to the end of level 3 again and you'll be glad to know that i managed to kill the chicken without losing any time :P
Kirkq wrote:
Also, Bomberman needs to dance to Nitros's theme (such a good track)
I'm assuming you mean the song in the nitros battles? If you do then i couldn't agree more, when i get to the Vs. Nitros stages i will put tremendous effort into owning nitros while dancing along!
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
Dancing?! You kiddin? I'd rather he moves to Nitros's music than dancing.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
I'm working on a Test Run TAS (Strategies optimized, movement not so much) and I'm fairly confident I've found better strategies in at least two spots. I'll upload it after I make some more progress.
Captain Forehead wrote:
Dancing?! You kiddin? I'd rather he moves to Nitros's music than dancing.
Kinda what I meant.
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
Yeah I know, I was just messin with ya.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Ive already redone up to the end of Sky Room now, and im quite confident that it is really close to optimal, ive saved 272 frames total compared to the first WIP, 141 of which were saved in sky room. I'll upload it onto youtube after ive gone up to the end of dragon road, because i have a feeling that that might be a difficult course to optimise
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Microstorage is down, but I'm working on a ridiculous jump in Sky Room. I'd recommend you wait before going too much further to see if I can make this jump. Contact me on AIM (kirkq1234) if you want my latest WIP from today. Microstorage is down. Also, I just made that jump in red cave ^_^
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Posts: 157
Location: The Land Down Under
Is it a jump to the platform with the trampoline type thing on it? I'll wait, ive been spending too much time playing bomberman today anyway :P
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
An accounting of stuff in my WIP I do different that you may have missed. (I'd recommend you watch it at some point.) Battle Room: Shortly after the booster if you jump onto the trampoline to the far ledge, you will save a little bit of time by not having to move upwards. Hyper Room: I bombed the wall panel like I suspected quite cleanly, it's far better than your previous video. I stay on the conveyor as long as possible and jump to like the third stair because my forward velocity is maintained longer. Secret Room: Only what I previously mentioned. Sky Room: To avoid the first conveyor completely, jump down and right and land on the small ledge. (jumping from the yellow side rail.) To avoid the second conveyor jump to the platform over the hole and jump and grab the yellow side railing and climb up. -I then short jump from the top platform onto the beginning of the conveyor. I run on the conveyor until I get to the knives, run along parallel to the knives and jump from the highest point to the side of the tower and climb up. (I think this is faster, it might not be.) -I could not manage to bomb the crate from the trampoline with a level 2 firepower. It could be done with a level 3 firepower, but this is too far out of the way to be worth it (the only possibility is in hyper room.) -I tried jumping and damaging myself from the platform directly left of the exit onto the exit platform and I got extremely close. I spent probably half an hour trying to make a perfect jump and I could not make it with what appeared to be flawless jumps. I'd recommend you look at my WIP for a better idea of what I did when I can upload it. Blue Cave: Straightforward obviously. Hole Lake: I would get up to 4 bombs and 3 firepower here if it doesn't lose time. You may be able to get the 4th firepower in the pillar without losing time, but I couldn't manage to (didn't try very long.). Red Cave: I managed to make the jump from the platform to the exit by throwing a bomb at the wall and damage boosting to the platform.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Kirkq wrote:
An accounting of stuff in my WIP I do different that you may have missed. (I'd recommend you watch it at some point.) Battle Room: Shortly after the booster if you jump onto the trampoline to the far ledge, you will save a little bit of time by not having to move upwards. Hyper Room: I bombed the wall panel like I suspected quite cleanly, it's far better than your previous video. I stay on the conveyor as long as possible and jump to like the third stair because my forward velocity is maintained longer. Secret Room: Only what I previously mentioned. Sky Room: To avoid the first conveyor completely, jump down and right and land on the small ledge. (jumping from the yellow side rail.) To avoid the second conveyor jump to the platform over the hole and jump and grab the yellow side railing and climb up. -I then short jump from the top platform onto the beginning of the conveyor. I run on the conveyor until I get to the knives, run along parallel to the knives and jump from the highest point to the side of the tower and climb up. (I think this is faster, it might not be.) -I could not manage to bomb the crate from the trampoline with a level 2 firepower. It could be done with a level 3 firepower, but this is too far out of the way to be worth it (the only possibility is in hyper room.) -I tried jumping and damaging myself from the platform directly left of the exit onto the exit platform and I got extremely close. I spent probably half an hour trying to make a perfect jump and I could not make it with what appeared to be flawless jumps. I'd recommend you look at my WIP for a better idea of what I did when I can upload it. Blue Cave: Straightforward obviously. Hole Lake: I would get up to 4 bombs and 3 firepower here if it doesn't lose time. You may be able to get the 4th firepower in the pillar without losing time, but I couldn't manage to (didn't try very long.). Red Cave: I managed to make the jump from the platform to the exit by throwing a bomb at the wall and damage boosting to the platform.
Damn, looks like I'm going to have to redo the whole thing again :( At least it sounds like a few seconds worth of improvement, but if i find a minor error in battle room once ive finished world one (for example), then i don't see another redo happening. With hyper room im still doubting whether it would be faster to bomb through those things near the start when jumping over them is so quick. I agree about the jump from the second conveyor belt though, thats the main timesaver i found on my second run. As for sky room, it might not save time to skip the first conveyor belt but i'll check that, however the shortcut near the knives (look like skewers or something to me) does sound like it would save time. I think it might be worth doing some slight speed/entertainment tradeoffs in Hole Lake, although that would depend on whether much time is lost, at least i think picking up an extra firepower would be acceptable as it would make Nitros much easier. I had a feeling that the red cave thing would need a damage boost if it was possible at all, thanks for working that out. Oh and i found another timesaver, dropping a bomb/throwing a bomb/jumping while running into the exit saves about 3-4 frames. Also could you have a look at Dragon Road for me? Dark wood is obvious and easy but Dragon road might have a fair few different routes, also look for possibilities of damage boosting in that level, because that is an easy health to pick up at the end. I've got exams coming up so not much time to work on it, but ill work on it whenever i can find the time
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
I'm not sure if there are any damage boosting in that level, you might just have to get to the big rock fellow non stop. It's remarkably easy actually, if you know what your doing.
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
Once I can upload my Test WIP I'd recommend you redo Area 1 one final time and I think we can call it done. Hopefully with our combined efforts there won't be a need to go back and redo for routing errors in future Areas. Minor stuff can be overlooked later, but this is still so early in the run. I'm up to World 2 Area 2 on my test run. Things to note: - We do NOT get health back between worlds. - Firepower is not going to make the Nitros or Endol fight any faster. - Dragon Road was fairly easy to route. I just stay at the top of the level and keep moving to the right. - I found a couple interesting paths in Great Rock/Fog Route. - If going perfectly straight in water levels is fastest you may as well just go straight. Water levels are extremely boring as is, so we may as well just get it over with quickly. - In world 2 area 1 Erars Lake we get two free health which brings us back to maximum at that point. (You don't need the health in Bubble Hole.) - I tested the Waterway and Water Slider paths. Waterway seems to be faster by a solid 2-3 seconds when you consider the extra manta ray fight in Erars Lake.
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
Heh, I just found out that on the sky room on the second conveyor, it will be faster if you jump onto that yellow fence then onto the tower where you get your card key. If your starting over, that's a good thing for you. Well, you can't rush these movies.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Kirkq wrote:
Once I can upload my Test WIP I'd recommend you redo Area 1 one final time and I think we can call it done. Hopefully with our combined efforts there won't be a need to go back and redo for routing errors in future Areas. Minor stuff can be overlooked later, but this is still so early in the run. I'm up to World 2 Area 2 on my test run. Things to note: - We do NOT get health back between worlds. - Firepower is not going to make the Nitros or Endol fight any faster. - Dragon Road was fairly easy to route. I just stay at the top of the level and keep moving to the right. - I found a couple interesting paths in Great Rock/Fog Route. - If going perfectly straight in water levels is fastest you may as well just go straight. Water levels are extremely boring as is, so we may as well just get it over with quickly. - In world 2 area 1 Erars Lake we get two free health which brings us back to maximum at that point. (You don't need the health in Bubble Hole.) - I tested the Waterway and Water Slider paths. Waterway seems to be faster by a solid 2-3 seconds when you consider the extra manta ray fight in Erars Lake.
Wow, important stuff there -in fog route you should be able to skip the last tenth(or so) of the course by jumping off forward at a certain point, you probably knew that. But i would like to see what you've done in great rock. -point taken with water levels but i will try to blow up as much as i can along the way (and avoid using more bombs than i have to, that looked horrible wasting bombs in my first WIP) -in world 2 area 1 level 1(groog hills?) its a load faster to use up two health points flying through the water to the exit so health might be an issue then -and are you certain that waterway is faster? water slider was used in the SDA run and ive always seen it as the faster course by a long way, on the other hand, if you're sure, then waterway it is :P I'll get around to redoing area 1 as soon as i can, but i have a lot of homework/study etc. to do so please be patient, i might not get much time these next few weeks but ill see how i go and when can i see the Test WIP?
Joined: 8/3/2008
Posts: 157
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Captain Forehead wrote:
Heh, I just found out that on the sky room on the second conveyor, it will be faster if you jump onto that yellow fence then onto the tower where you get your card key. If your starting over, that's a good thing for you. Well, you can't rush these movies.
Yea, im starting over, but hopefully for the last time, i mean im expecting that even once ive finished world one i might have to occasionally go back a few levels and redo them a few times, but hopefully this is the last time i start from scratch (well, 30 seconds in). By the way, what yellow fence?
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
ThMrksman wrote:
-in world 2 area 1 level 1(groog hills?) its a load faster to use up two health points flying through the water to the exit so health might be an issue then
I tested jumping from the left half of the level, and taking two damage to get to the right half vs. going through the tree warp, around the left side and taking 1 water damage boost. Doing semi-optimized tests, it appears that going through the warp is extremely close or possibly actually faster. If I had to guess I'd say the warp is faster by a quarter of a second. I'm also at 2 health at the beginning of this level so this is the better option. I took 1 damage in Fog Route to grab the remote between the two bombs without stopping. I'm not sure if this is necessary or not.
ThMrksman wrote:
-and are you certain that waterway is faster? water slider was used in the SDA run and ive always seen it as the faster course by a long way, on the other hand, if you're sure, then waterway it is :P
If you go to Water Slider you have to fight an extra manta ray. If you can beat him without him pushing you back at all you will gain a second over my best trial, which still leaves the waterway path about 1-2 seconds faster. If you can manage to bomb jump up to the last platform in Water Slider this would make it the better path, but I don't think it can be done.
Captain Forehead wrote:
Heh, I just found out that on the sky room on the second conveyor, it will be faster if you jump onto that yellow fence then onto the tower where you get your card key.
Jumping off the skewer will be faster I'm pretty sure. Unless you meant the yellow wall BEFORE the conveyor. I could not manage a bomb jump from this wall, and I wasn't very close. If either of you want my WIP contact me on AIM (kirkq1234) or PM me an email address to send it to. Microstorage is still down. For the record I don't plan on optimizing this run fully, so feel free to implement all my work into a publishable run.
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
Don't you remember? The yellow WALL to the left of Bomberman's view after the second conveyor belt. Still don't know what I'm talking about? Just search for something yellow after the second conveyor belt.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Kirkq wrote:
I tested jumping from the left half of the level, and taking two damage to get to the right half vs. going through the tree warp, around the left side and taking 1 water damage boost. Doing semi-optimized tests, it appears that going through the warp is extremely close or possibly actually faster. If I had to guess I'd say the warp is faster by a quarter of a second. I'm also at 2 health at the beginning of this level so this is the better option. I took 1 damage in Fog Route to grab the remote between the two bombs without stopping. I'm not sure if this is necessary or not.
I'll see if i can grab the remote without losing health. If i can, i'll test the two jumps in the water route vs the one jump in the water route.
Kirkq wrote:
If you go to Water Slider you have to fight an extra manta ray. If you can beat him without him pushing you back at all you will gain a second over my best trial, which still leaves the waterway path about 1-2 seconds faster. If you can manage to bomb jump up to the last platform in Water Slider this would make it the better path, but I don't think it can be done.
I mistook waterway for a different course. Now that i see what your on about and how you can do that jump over the gap in the middle i can see what you mean. Waterway it is :P Some other things on your route testing WIP that i saw: -i redid hyper room and managed to throw a bomb like you did and run through without losing speed and it saved at least 20 frames, so good find there -ill need to retest the hole lake level and work out exactly how many frames it will cost to get the firepower/health, they may be worth grabbing (bombs are obviously worth getting) -the bomb jump in red cave looks awesome :P -Nitros got pwned. Do you think the score of 8220 that you got on the first nitros battle should be repeatable on W2 and W4 nitros's? Because in the second one you only ended up with 8210. Were both optimal or just the first? -fog route was as i expected, great rock on the other hand was very cleverly done, ill use that path as a guide for my run -Endol fight looked pretty optimal to me, was funny when you stopped him from firing the lightning ball. -the routes for Dark Prison and the other key crystal collecting level in area 3 blew me away, high entertainment value there -thats all i can think of for now, but thanks for making that! About my latest WIP, i've only redone the first two levels so far but saved 34 more frames on each. (thats 134 frames total compared to my first WIP at the end of level 2, over 2 seconds) I'll pick up the pace with making it soon!
Player (208)
Joined: 7/7/2006
Posts: 798
Location: US
My WIP now that I've been linked to microstorage's temporary adjustment. http://65.93.101.29/microstorage.php/info/815344285/Test%20WIP%20Through%20World%202.m64
ThMrksman wrote:
-ill need to retest the hole lake level and work out exactly how many frames it will cost to get the firepower/health, they may be worth grabbing (bombs are obviously worth getting)
Bombs are actually LESS worth getting than firepower. Firepower allows us to hit things from further away. (Sky room 3 firepower would have been beneficial for hitting the box with the key card, but it wasn't worth the time waste to get it.) The firepower in the pillar is more "on the path" than the one I grab in the Test WIP. In the stage with the submarines (where you're the copter) we need at least 3 bombs, and as much firepower as we can afford to get. I think we can have 4 at this point, but I'll need to look over it again. Also, health rationing is still an issue, as I'm not sure what we're looking at in world 3 yet.
ThMrksman wrote:
-the bomb jump in red cave looks awesome :P
I hope to do more of these. ^_^
ThMrksman wrote:
-Nitros got pwned. Do you think the score of 8220 that you got on the first nitros battle should be repeatable on W2 and W4 nitros's? Because in the second one you only ended up with 8210. Were both optimal or just the first?
Neither was completely optimal to my knowledge. I played it in almost real time. You can probably beat it by 10 or 20 points.
ThMrksman wrote:
-Endol fight looked pretty optimal to me, was funny when you stopped him from firing the lightning ball.
Again I played that almost in real time, don't use the score I got as a gauge.
ThMrksman wrote:
-the routes for Dark Prison and the other key crystal collecting level in area 3 blew me away, high entertainment value there.
Yeah I thought Dark Prison was the most intuitive route so far. You may be better off going to the back half of the level first though. (You'll notice the one platform was in a terrible spot when I got to it.)
ThMrksman wrote:
About my latest WIP, i've only redone the first two levels so far but saved 34 more frames on each. (thats 134 frames total compared to my first WIP at the end of level 2, over 2 seconds) I'll pick up the pace with making it soon!
With these strategy changes this is probably about as optimized as we can get it right now. I'd like to see your WIP after you complete sky room. I have a bunch of stuff to do today and an exam tomorrow so I'll look into some more unknowns Friday night. I'll also post the "play by play" of the WIP (what I did right and wrong).
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
I've never really understand how to watch those kind of videos. Would you mind telling me?
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