Post subject: Bugs Bunny: Crazy Castle 3
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
So yeah, I'm doing this now maybe. Here's my WIP. I still need to see if the tricks listed here would help. If so, I'll have to redo a few levels. Any other possible improvements?
All the best, Brandon Evans
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Looks good so far. Go for it! These games are funnier to record than playback. :) Maybe I've mentioned this before, but the project-killing feature in Crazy Castle 4 was enemy randomness, which I was unable to control. The enemies will always follow you, but sometimes, very rarely, they can turn the wrong way after falling down from a ledge. I only noticed it when it caused a desynch after hex-editing. One enemy decided to turn another way for no apparent reason, everything else being seemingly the same as before. I had previously hex-edited levels together many many times without any problem, so it is a rare random event. Maybe it is different in your choice of game, though. Good luck with this! By the way, an encode that skips all the key rooms would be nice for these games.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Aqfaq wrote:
Looks good so far. Go for it! These games are funnier to record than playback. :) Maybe I've mentioned this before, but the project-killing feature in Crazy Castle 4 was enemy randomness, which I was unable to control. The enemies will always follow you, but sometimes, very rarely, they can turn the wrong way after falling down from a ledge. I only noticed it when it caused a desynch after hex-editing. One enemy decided to turn another way for no apparent reason, everything else being seemingly the same as before. I had previously hex-edited levels together many many times without any problem, so it is a rare random event. Maybe it is different in your choice of game, though. Good luck with this! By the way, an encode that skips all the key rooms would be nice for these games.
Definitely agreed. I love running these games because they are quick puzzles without much technical precision. The enemies seem fairly stable in this game. Granted, there's not much manipulation I can do, they seem to go the same direction when I take the same path. They also only start moving when I do, freezing when I enter doors. Do you think your wobbling trick applies to this game? I don't know how to do it. Yeah, a keyless encode would be good, but it should include the doors that I enter that have different items.
All the best, Brandon Evans
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Brandon wrote:
Do you think your wobbling trick applies to this game?
I think not. The controls are more ungraceful in this game. In Crazy Castle 4, you just alternate (up-left-up-left-up-left...), but it does not work here, because the character is forced off the ladder when pressing left/right. Looks like the movements are easy to optimize here. Good for you! :)
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Any comments on the ladder grab? Also didn't seem to help. Could my getting off the vine be more optimal or does it not matter as far as you can tell? I would love to assume that only the strategy matters for optimality and nothing else, but I don't think I can.
All the best, Brandon Evans
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Brandon wrote:
Any comments on the ladder grab?
As far as I can tell, it does not save time to grab ladders when walking past them, because Bugs is forced to climb too high. I think your movements are optimal indeed, so all that is left is your strategy. Looking forward to a full movie, but if I have the time I might even check out your progress every now and then.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
It's been over a year since I've last worked on this project, and I really don't think I am going to have time to start it back up again. I invite others to continue where I left off. I only request that I remain listed as an author of the movie, and that I am the one who creates the encodes for the publication. Any takers? [URL=https://code.google.com/p/brandon-evans-tas/source/browse/Bugs+Bunny+-+Crazy+Castle+3+%28USA%2C+Europe%29.bkm]Here[/URL] is my current movie file, complete with a revision history and notes. The issue I was having that made me take a break was figuring out how to optimally manipulate the elevators in stages 23 and 24. Here are the notes I recorded on the issue:
-Stage 24: --Something fishy is going on with those elevators...it seems like when I enter doors affects their movements. --I think the issue is that they stop moving when I enter a door, and like the enemies, it takes a moment for them to start up again. --Thus, it seems better to enter a door while they aren't moving so that the next cycle's timer starts again faster. --Another, more probable scenario, is that they move based on a global timer, and it's only triggered when you're not inside of a door. -Depending on what I determine the issue is, I might have to redo the previous stage as well.
All the best, Brandon Evans
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
I migrated my TAS repository. The movie file is now available here.
All the best, Brandon Evans
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3812)
Joined: 11/30/2014
Posts: 2829
Location: US
I decided to give this a shot. Resynced Brandon's WIP through the garden. Saved a few frames on optimized key grabs: -- Seems mechanically simple but complicated to route. I haven't done this kind of routing in a while so it's a refreshing break from RNG madness.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Alyosha wrote:
I decided to give this a shot. Resynced Brandon's WIP through the garden. Saved a few frames on optimized key grabs: https://tasvideos.org/UserFiles/Info/638054600342744735 Seems mechanically simple but complicated to route. I haven't done this kind of routing in a while so it's a refreshing break from RNG madness.
Nicely done! Let me know if you'd like to get on a call to discuss routing sometime. I don't have my tooling setup anymore, but I'd love to strategize.
All the best, Brandon Evans
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3812)
Joined: 11/30/2014
Posts: 2829
Location: US
Brandon wrote:
Nicely done! Let me know if you'd like to get on a call to discuss routing sometime. I don't have my tooling setup anymore, but I'd love to strategize.
Rest of the WIP resynced. Well first thing I need to do is figure out these elevators. Looks like I lost time on level 24 for no obvious reason. EDIT: pretty big time save on level 23. I'll see what I can find on level 24. EDIT: small time save in level 24.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3812)
Joined: 11/30/2014
Posts: 2829
Location: US
Made it to the end of world 2 if Brandon or anyone else wants to take a look please do. I think I'll try to get a complete game WIP and then go back for a second pass.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3812)
Joined: 11/30/2014
Posts: 2829
Location: US
-- Made it through level 45. Looking back it looks like the RTA run is faster in level 39, but I'm going to loop back through all the levels anyway so can fix it later. Honestly this isn't as interesting as I thought it would be, I'll grind it out to a completed run though.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3812)
Joined: 11/30/2014
Posts: 2829
Location: US
-- Finally a complete game WIP to look at. I'll give it a second pass before submission, at least a few levels are improvable. EDIT: new run submitted
Banned User
Joined: 1/6/2023
Posts: 263
Decided to take a look at this, and a lot of the keys are grabbed, but then left isn't pushed at the earliest frame to head back to the door. Not sure if it's a framerule thing or a mistake. Was considering patching this up and getting it out there but the game looks kind of dull unfortunately.
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Alyosha wrote:
-- Finally a complete game WIP to look at. I'll give it a second pass before submission, at least a few levels are improvable. EDIT: new run submitted
Just seeing the run now. Great job!
All the best, Brandon Evans