Posts for feos

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Ah I see. The neatest solution would be generating the PNGs on the fly, but that requires a coder to implement it. Otherwise, I think versions with everything enabled would be the best to download. Anyway, how are you hosting them if they aren't already images?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I reviewed the endings. While True Meteo seems to be the best ending and the logical goal of the game, I'm not sure we want to declare it equal to full completion, mostly because there's so much you can do in this game aside from getting this one ending. The amount of modes available from the start is also stunning. Technically we allow each mode to be published separately, but I don't particularly like the idea of having 20 branches for Meteos, per mode and per ending (whatever the actual number would be). Simple Mode looks questionable as a speedrun achievement due to how easy it can be configured to be. Timed Time Wars make no sense to speedrun. Meteo Wars sound too similar to what Star Trip already contains. Deluge Mode sounds good as one where you play until it's impossible to advance (or until it stops changing). Am I missing other playable modes? If not, then it'd be either 3 possible branches for Star Trip, and a branch for Deluge. Start Trip branches could be done in one movie. As for actual full completion definition, I have no ideas honestly, and I'd prefer to leave this for future, whenever someone decides to make such a run.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I recently updated the co-authorship section of the rules to reflect what we've been doing for years in that regard: http://tasvideos.org/MovieRules.html#CreditingOtherUsersContribution tl;dr: We distribute the movies under CC-BY, but we have extra requirements to be accepted. For example, if one uses parts of a movie distributed without any license and outside of tasvideos (therefore not regulated by Creative Commons), we still require proper attribution as a site policy.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ais523 wrote:
I'm also curious as to whether there are any planets where maxing out the score counter is impossible; if so, then trying to score as much as possible could be a very difficult optimisation problem. The resulting run might end up in Vault, but I wouldn't care; it's an obvious 100% definition, so it'd be acceptable, and seeing the strategies would be valuable.
That's not how full completion rules work. If it's impossible to clearly complete "all X" things, there's no fullness in it. Also what is maximum score for a given planet anyway? Is it some known hard-coded amount which you can't overflow, or just a digital cap like 999999 (regardless of allowing or disallowing the overflow).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Zimond wrote:
Hey, this was found yesterday by twitch.tv/ukionik when he was practising the regular arrow jump there. I haven't seen it before at least. http://tasvideos.org/userfiles/info/49157545983691035 Vod: https://streamable.com/aid4c
The video link won't open for me anymore, so I encoded it to make it more obvious: Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I guess this thing is complete now? https://www.thesupersnes.tv/compendium/mohawk/maps/ It'd blow my mind even harder if it allowed to download a PNG with layers you've enabled.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Extended input that's not present in the published movie but only in the encode is only allowed if this input is trivial for a publisher to execute. Since in this case it's not trivial, and also it increases the overall entertainment, having it in the primary movie makes the most sense to me. Arcade Tetris also has this. That said, of course I'd prefer to know the author's preference!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Then I'm gonna reject it for overall sloppiness. You could still post WIPs here whenever you finish, and we'd review them prior to getting a new submission.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Since both this run and its "hard mode" counterpart are done and comparable, I think it's a good time to officially prefer one of them, because honestly, I don't anticipate any game-changer (pun unintended) improvements to either of them. And as explained above, I don't see any reasons against hard mode. Which means I plan to reject this one, while asking Aran Jaeger to submit his version instead.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Any news on this one?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I can't even get either file to complete the first level. Can someone else check?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
Individual characters don't necessarily lead to new branches being publishable. Only those characters that inherently introduce 50% or more unique gameplay (levels, bosses, etc). Then they count as separate game modes and can be published separately. But that's for vaultable stuff. In Moons you just need to be entertaining and have sensible goals. If each character introduces enough unique gameplay to count as mode, each can have a branch.
Forgot to add, this is only true if a character (or a mode) is available from a fresh game start.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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You talk about unlocking Sonic and then unlocking Tails in a Tails movie. I'm confused. Also what's the question?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Individual characters don't necessarily lead to new branches being publishable. Only those characters that inherently introduce 50% or more unique gameplay (levels, bosses, etc). Then they count as separate game modes and can be published separately. But that's for vaultable stuff. In Moons you just need to be entertaining and have sensible goals. If each character introduces enough unique gameplay to count as mode, each can have a branch. If there's a branch that includes them all, it supersedes individual character branches. However that would make improvements to individual characters hard to get through - not everyone is ready to replay all modes just to introduce an improvement to one of them. As for unlockable content, you can unlock it in an unoptimized verification movie, and then play unlocked content after it, save-anchored movies are fine in that case (provided they are entertaining).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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If this was done in a manageable emulator, I'd be fine with Tor, but HG introduces enough problems to start preferring credits.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I was just crafting a clear cut definition, it's unrelated to personal preference. Overloads affect gameplay, but not stats. This borderline is way better than what is described in the submission text as reasons against it. So now I just need to verify the movie.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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SUPERMETROIDFTP wrote:
Reeve wrote:
It would be cool to see the whole run from a "further back" point of view and it shows what's happening during the offscreen action.
It is possible to reproduce the above drawing with a little code change. The tile size is 8x8. However, the positions of the indivisible trigonometric slope-block and similar chip data coordinates no longer match in one pixel unit. Well, I think that it is a defect of the level that you do not mind as a video browsing. It can not be used as a TAS function. [Operation check only] *I can not secure time to finish this lua.
Instead of making the objects and the map even smaller, you could pad the lsnes framebuffer to whatever size you want (even 4K), and use all that area to draw lua overlay, be it pixel-to-pixel scale, or something higher. It's just important to keep in mind that lsnes has separate callbacks for on-screen drawing (on_paint) and for video drawing (on_video), and I think ability to pad the either of these framebuffers is also exposed to lua (gui.set_video_scale() I guess?). Looking at your picture, you already know all this, right? :D
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Having a selectable weapon is a part of the stats I would say.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Thanks you! So can we finally define collectables as "items you can pick up that directly influence in-game statistics"? As for ribbons, they also have an effect of a unique monologue when you get them all, is that correct?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Gradius is being worked on as we speak.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Having very little experience in Tekken, I watched this movie. It wasn't stunningly entertaining, and it wasn't boring. Just average movie, with the same music track, same enemies, and a tiny bit of variety in moves. It clearly didn't look like a playaround while also being as fast as possible. So I'm gonna vote Meh. It's been said that using SRAM here somehow makes the run less entertaining. I don't know. I think SRAM doesn't make it more entertaining than this mode can be anyway. It doesn't add anything that this mode lacks otherwise. It just makes it shorter, in the same vein as level passwords do. There's no difference in quality either way. Only in quantity (of loops). So I conclude that SRAM usage is a purely technical complaint, because playing the same thing 4 times isn't gonna be more entertaining than this. But overall, the question whether SRAM usage is justified here or not is still perfectly valid. The rule about passwords says
The point is to beat the full game; skipping major sections of the game with a password defeats the purpose.
and you can see that passwords are allowed even to Vault if they unlock new difficulty or level set. Note that even if SRAM unlocks something, we don't allow it for Vault at all. This means SRAM goes through much more scrutiny than even cheat codes, so it should be really worth it and justified. So the spirit of the rule here is that we disallow lesser "evil" (codes) from merely skipping ahead, therefore bigger "evil" (SRAM) we disallow from this even harder! As a result, a save-anchored movie must be really entertaining and also really solid in terms of goals. The only reason provided pro save-anchored movies in the rule text is unlockables. Of course one could unlock something and then play it in the same movie. It would arguably be less entertaining that way, but nonetheless legit. And if these playthroughs are split into different movies, we want the save-anchored movie to play through some content that the verification movie unlocks. If verification movie isn't required to unlock a mode, or a character, or a difficulty, or to be able to play the game in some unusual way, SRAM usage is not justified. Even less so if the audience doesn't enjoy the result.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Svimmer wrote:
The rules page has this on "full completion" runs: "Full completion can only consist of optional one-time, irreversible, or otherwise strictly limited accomplishments that can be objectively measured and maximized." The power-ups are not irreversible since they "reverse" themselves after time runs out, but they could be described as "strictly limited" I suppose. Even so it doesn't say it HAS TO include all such things.
If all other items that this run collects can be tracked in-game, then we can say their effect is irreversible. It's been told that there's no in-game tracking for nano overloads, and after they run out, it's identical to not having them. This does sound like a point, but I'd still like to know how to check all other items in-game.
Svimmer wrote:
I still don't see it as some kind of must. TASes are the runs where entertainment is supposed to (?) be important. Do you think another TASer is going to come along in a few years and challenge the definition used for this run as it stands, because it didn't get those overloads? Is that REALLY going to happen in this case? I agree that such things should be agreed upon in general, a bit of an outsider though I am.
How does it matter when something is excluded or included? If there are really solid points and community agreement in future, it will happen in future. If our points are already solid, the decision can be made now. We're just going through points that are already there regardless, I find it more sensible to discuss them all in one go, and then simply enjoy the results (bullet-proof definition) for undefined eternity. If points pro nano overloads are not solid, bringing them up in future after we debunk them makes little sense. We just need to debunk them properly.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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OK.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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You're not addressing them all though. This information is required for this and any future verification, as well as for defining collectables as trackable in-game. Without having exact check steps the definition itself becomes muddy. In addition, if this will let us make the definition more objective, we won't have to rely on rhetorics or feelings (or vague analogies with other games).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Matslo123 wrote:
With the other collectables there is an easy way to know if it has been collected or not (ribbons and scrambler in menu, posters in poster viewer, supercharges by looking at level and points).
Please post detailed notes on how to check this for every collectable type. This aspect was probably intended to become a part of the collectable definition, but left unexamined.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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