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Please remind me, what was the thing at 7:18?
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Quibus wrote:
Please remind me, what was the thing at 7:18?
Those were flares.
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
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Bahamut's still wondering what the heck happened.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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This looks really cool! ...but I do request an annotated video of the completed project, because most of the time I have no idea what the heck is going on in the game :)
zem
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It’s been a long time since I played this version, but I don’t remember ever seeing an ammo count show up next to the handy scanner. What causes that?
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Radiant wrote:
This looks really cool! ...but I do request an annotated video of the completed project, because most of the time I have no idea what the heck is going on in the game :)
I'll look into this.
zem wrote:
It’s been a long time since I played this version, but I don’t remember ever seeing an ammo count show up next to the handy scanner. What causes that?
That's because I optimize my inventory so fast the game doesn't manage to keep up with the item count before I exit it. Basically it shows the amount from the last item I passed by in my inventory before I reach the ones I need. This has no effect on the actual item count though and is only a visual bug.
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
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Those Speedkills, god dayumn
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Link to video I've made annotations to this WIP if you wish to know what's going on. It could probably be faster to grab the Grapple Claw before going for Bahamut, but I'm not sure if I would've had enough health to survive that before getting the Life Jewel. And although I tried to, I couldn't one cycle Ellmac. One single flare is missing and he closes his mouth right after the second to last flare hits him. It might still be possible, but for now I'll leave it at two cycles. Elevators are surprisingly cooperative this time, short of the first one in Temple of the Moon. And the reason why I can access the Axe before it has been opened I believe is because the boulder removed it I guess? The Gauntlets are skipped, which means I only make a quick visit at Graveyard of the Giants before continuing.
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
Patashu
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Looking good! Annotations are good, you could make annotations to movement/other things that were interesting to optimize too.
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This is going to be awesome when it's done. Keep up the good work! I am curious, though -- in the Graveyard of the Giants at about 6:05, why did you walk backwards before jumping off that ledge?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Derakon wrote:
I am curious, though -- in the Graveyard of the Giants at about 6:05, why did you walk backwards before jumping off that ledge?
I have to stop my velocity (due to ice physics) in order to jump up instead of forward. The ice is the reason why I run a lot more in this section too since jumping on it is slower. I'll also think of other things to put annotations on.
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Link to video Hey look, another WIP already. So now I've aquired the Feather, allowing me to traverse much faster and more efficiently. I also get a good stock of weights and Spears to use, though I had to use some extra of them for Viy since I realized too late I used up too many Flares. Thankfully I didn't lose much time over it. Speaking of which, both Amphisbaena and Viy are defeated now, putting me at the halfway mark of defeated Guardians. This WIP also shows some excellent examples of exploiting the long attack animation of my weapons. Tough I don't know how many knows of this... at the end of this WIP, for half a second, you can see a red copy of yourself walking away. No idea who or why he's there, but he is.
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
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Nice going. The cross only protects you from these rotating spirits, right? Could it potentially be skipped for the TAS?
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I was wondering about that myself. It doesn't seem like it would be needed. The red clone of Lemeza is Shorn, his dad, who was lost in the ruins some time ago. He pops up from time to time.
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Might it be worth it to pick up the Heatproof case? It's right there when you're buying the MSX2, so it's not out of the way, the only question is if you need the 80 gold later on - no idea what the path looks like. I agree on the cross.
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Loving the Viy TAS strat :)
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Tristal wrote:
Might it be worth it to pick up the Heatproof case? It's right there when you're buying the MSX2, so it's not out of the way, the only question is if you need the 80 gold later on - no idea what the path looks like. I agree on the cross.
The cash route is pretty much planned out in advance, to cut down the minimum amount of time on going to pots and breaking them. There are required items to buy later on (Lamp of Time, Dragon Bone, one ankh for example) which aren't cheap so there's no room to include optional items like the Heatproof Case On the subject of getting the Cross, would it be worth not getting it and getting some damage boosts from the blue/red enemies instead?
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I do believe not getting the Cross would actually be faster than getting it now that you mention it. I'll redo this WIP to exclude it and maybe improve some parts I think might be improvable as well. Also what Toothache said about the cash route.
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I didn't know about it when I did my run, but getting the anchor let's you fall faster in lava. It would be faster to get that first before putting the weight in the lava, while also doing the lizard puzzle and killing shield dude. I'll also point it out now so you'll have time to think about it. You can kill the bat miniboss in the Confusion Gate when you do the time stop puzzle there. This will let you change quite a bit after that point since you won't need to wait for another use of the time lamp there. Also, there's a 100 coin pot at the bottom of the Endless Corridor you can get while the eye chases you across it. You can actually go do that before going into the Chamber of Birth so you'll have enough for the Ankh Jewel there. Just remember you'll want the Talisman and have talked to Xhelpud so you can get the diary while you're doing this. Assuming you want to include this pot at all in the run.
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Getting the anchor earlier would speed falling through the lava. Although currently I lack enough spears to kill the "shield dude." Though with this I've been thinking of an alternate route to take in order to both acquire the necessary spears, flares and gold needed and hopefully speed things up overall. For example getting the Ring (allows one more of any projectile on the screen at once) before the "shield dude" and Video Hustler/Break Shot roms (increases dagger damage from 3 to 6) before Sakkit. I'll have to see where I need to go first in order to acquire these, and what I have to do to reach them. I'll also see if the 100 gold pot can be included as well.
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
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Link to video So... I've finally discovered how the corner glitch works, the one where an enemy pushes you into a wall. Basically you have to fall down, facing the wall, and clip the bottom corner at an exact position just as an enemy hits you, pushing you to the right and into the wall. The reason this works (as far as I've understood it) is when Lemeza is falling down facing right, his hitbox seems to be three pixels lower compared to when jumping up. Then when he clips the corner and gets hit, his normal hitbox is restored which means a part of his head is inside the wall. The game then tries to force him out of the wall by pushing him upwards, thus accidentally glitching you into the wall. Then you can just jump to get pushed a little further up, jump left to get pushed to the right and jump right to get pushed to the left. So far this seems to only work on bottom left corners, Lemeza doesn't seem to clip into bottom right corners as he does with the left ones. Though it seems you can do it at any left corner where an enemy can reach you, so a lot of odd areas can be reached since you're actually not supposed to go up in certain areas. The good thing is you don't need any specific item to do this glitch and can actually do it the moment you start a new game. The bad thing though is this is basically a pixel perfect, frame perfect trick (depending on where and how you try it... some places might have two pixels and two frames to succeed) which means it's very hard, if not impossible to do on a RTA Speedrun. Not to mention getting any enemy to hit you at the right moment in a resonable time is hard enough that even... Maybe there's some other technical point I haven't thought of, but this works and I can replicate it at other areas, as long as the enemy will cooperate with me. Edit: And with that do I give you this... Link to video
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Awesome work, can't wait for the results.
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Amazing find. I'm wondering if it facilitates any even larger skips and sequence breaks, since that'd be seriously incredible.
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RIP La Mulana Cause of death: Hitboxes 6/6/2013
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Not much progress lately since I've been busy with stuff, but I do have this skip to show. Link to video Although it's actually sloped, you can still clip the corner connecting it. So it's possible to both enter and acquire the Ocarina, since apparently the game doesn't check to see if you actually have the Pregnant Lady Statue when you sleep in the "womb."
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."