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.
HUGE List!
1187 (HL2 mod)
AaAaAA!!! - A Reckless Disregard for Gravity
AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome
Amnesia: The Dark Descent
BIT.TRIP RUNNER
Borderlands
Bulletstorm
Dead Island
Defense Grid: The Awakening
Edge
Fable III
Fortix
Fortix 2
Get A Life (HL2 Mod)
GTA 2
GTA Vice City
GTA San Andreas
GTA 4 + Episodes from Liberty City
Half-Life
Half-Life: Blue Shift
Half-Life: Opposing Force
Half-Life 2
Half-Life 2: Lost Coast
Half-Life 2: Episode One
Half-Life 2: Episode Two
L.A. Noire
Mafia
Mafia 2
Minecraft
Mirror's Edge
Mushroom Kingdom Fusion
Oddworld: Abe's Exoddus
Oddworld: Stranger's Wrath
Portal
Portal: Prelude (Portal Mod)
Portal 2
Psychonauts
Q.U.B.E.
Saints Row 2
Saints Row: The Third
Super Meat Boy
Test Drive Unlimited
Test Drive Unlimited 2
The Ball
The Binding of Isaac
The Wonderfull End of the World
Trackmania Nations
Trackmania Nations Forever
Trackmania United Forever
Tomb Raider: Anniversary
Tomb Raider: Legend
Tomb Raider: Underworld
VVVVVV
Zeno Clash
Zombie Driver
I know a lot (all?) of them aren't tasable yet, but I hope they will be in the future and some of them have console versions so maybe they are tasable.
Does anyone better than me at getting games to run in Hourglass know how to run this one? Trilby: The Art Of Theft
When I try it and turn logging on, it ends in a loop like the following:
00016648: (f=0, t=6000, c=00000204) DeterministicTimer::GetTicks(0x0) called.
00016648: (f=0, t=6000, c=00000284) MyQueryPerformanceCounter called.
For thousands and thousands of lines.
I think it would be interesting to TAS, since playing it fast requires running past guards and cameras and not giving them enough time to spot you. Plus, there's a system where you trade RPs (essentially EXP) for skills and passive abilities, so some route planning would be required. There could be an any% run (just beat the final boss) and a 100% run (all trilby grades? all RP in the game acquired?)
I also know of two useful glitches:
1) Causing in game processing to pause (e.g. by going through a doorway) on the same frame an alerted guard/camera would cost you an alarm causes them to instead freeze and never actually do it. Perhaps this would be useful in a TAS.
2) If you roll past a screen boundary, you roll much longer. Obviously useful.
Also, an RP maxed file seems to have 8152 RP, unless I missed something. You have to unlock EVERY door from both sides, for example.
Link to video
EDIT: Trilby: The Art of Theft is a game built on this engine: http://www.adventuregamestudio.co.uk/ If it helps
I wouldn't mind seeing a run of I wanna be the Boshy
it's pretty similar to I Wanna Be The Guy but I find the level design and boss fights to be a lot more interesting.
Here is what a normal run looks like
Link to video
This signature is much better than its previous version.
After several months I returned to my Hyper Princess Pitch attempt at beating the Really Joel's Mom difficulty setting with the help of Hourglass. I was able to beat Mecha Santa's first form but, unfortunately, the attacks in his final form are impossible to avoid. It would take 2 or more extra lives to have a chance to beat him and while it might be possible to reach Mecha Santa without losing a single life I don't feel like attempting it right now.
An image at Mecha Santa's final form: http://bayimg.com/capoEaadm
Hey, at least it works in Hourglass....sort of. You can't capture video lol.
Note to potential TASers:
The settings to play Ao Oni ver.6.23 on Hourglass is:
Wait Sync Mode - Asynchronous (Unchecked Waits)
Multithreading Mode - Allow unknown threads only/Allow trusted threads only
Edit: Oh, and I managed to get frame advance to work. Apparently, you must have "Frame Advance skips lag frames" unchecked for it to pause/frame advance.
Edit 2: I managed to get savestates to work...on Windows XP. Oh well. :P
Edit 3: Allow unknown threads crash the game early on. Use "Allow trusted threads only".
Call of Duty Classic and beyond?
Even though mouse input cannot be done, aim can still be done with arrow keys. The hipfire aim can be manipulated insanely...
I'd almost wager that even if aiming is accounted for, Call of Duty simply is too modern and far, far too resource demanding to be TASed in any capacity. If I remember correctly though, it was based on the Quake 3 engine, so somewhere in the game, internal demo recording tools should be hidden. For the time being, utilizing those is your best bet.
I shall look into it, I haven't had much luck in finding how to record a single player demo (some reason it only works with multiplayer), I'll have to do more research. Thanks for the response :)
If they didn't I'd have TASed them a long time ago. Heck, I still have the source code on my computer. I mailed Venbrux if I could have a go at building in tool assistance in game maker (which proved hard, it's not very deterministic. replaying the exact same input far from guarantees identical results). The moment Hourglass popped up, I tried doing it that way to get Venbrux the TAS I promised him all those years ago. If I have the time, I might just install a virtual machine (to get GM working on Windows 7) and adept the source to not-need a mouse.
Isn't the only reason why nitsuja didn't implement mouse support is because he couldn't think of a good way to make mouse support go well with resizeable windows? If a 'hack' version of mouse support was implemented, shouldn't that do for the time being?
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Patashu wrote:
Isn't the only reason why nitsuja didn't implement mouse support is because he couldn't think of a good way to make mouse support go well with resizeable windows? If a 'hack' version of mouse support was implemented, shouldn't that do for the time being?
If I remember correctly he wanted to make sure keyboard input and the overall stability of Hourglass improved before adding new things (like mouse-support). Hopefully nitsuja will return soon from whatever he is up to.
Isn't the only reason why nitsuja didn't implement mouse support is because he couldn't think of a good way to make mouse support go well with resizeable windows? If a 'hack' version of mouse support was implemented, shouldn't that do for the time being?
Could the mouse be recorded to always mark the point relative to the program's position? Oh, and if the window resizes during runtime, it (hopefully) wouldn't matter if the resizing is deterministic so the mouse could still click at the same spot.
Indiana Rodent
I would like to see a TAS of this. It's a straightforward 9-level platformer with interesting acceleration effects, and there's a hidden McGuffin in each level if you want a 100% run. At the title screen, press F9 to unlock hard mode which has more enemies and extra spikes everywhere (normally unlocked by playing through normal mode).
I logged in just to say a Cave Story pacifist run would be awesome. I wish good luck to anybody who wants to try!
(I tried myself to make a real-time pacifist run, it was so hard I couldn't get past Grasstown!)
I logged in just to say a Cave Story pacifist run would be awesome. I wish good luck to anybody who wants to try!
(I tried myself to make a real-time pacifist run, it was so hard I couldn't get past Grasstown!)
Good idea that.
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(On a different note) Many CRPGs can be completed in a matter of minutes. Could they be a appropriate subject for TASing? take for example the first two fallouts.