Joined: 10/16/2012
Posts: 233
Location: Milwaukee, WI
Link to video
As with my Mario Party DS topic of the same nature, I think this will be good for a TAS, will it not?
If I could have a tool-assisted real life, I'd...
Being a novice, I'd probably load the wrong state, have the IRS AI bankrupt me, and eventually make me want to kill myself and redo 11 years of hard work.
Joined: 10/16/2012
Posts: 233
Location: Milwaukee, WI
Patashu wrote:
Go make it and let us know how it went.
Once I can find a copy of vcomp100.dll downloadable from the Internet (and I get my laptop back from my mom), I WILL post a WIP. I promise.
If I could have a tool-assisted real life, I'd...
Being a novice, I'd probably load the wrong state, have the IRS AI bankrupt me, and eventually make me want to kill myself and redo 11 years of hard work.
Frankly put, no.
TAS is supposed to show off super human skills. This just looks like some poor AI having fun with each other.
You need to spice it up.
Joined: 10/16/2012
Posts: 233
Location: Milwaukee, WI
EEssentia wrote:
Frankly put, [this will not make a good movie].
TAS is supposed to show off super human skills. This just looks like some poor AI having fun with each other.
You need to spice it up.
CoolKirby (in the DS topic I made of the same nature) wrote:
Who knows? It's based on a fairly popular YouTube video (a few million views, I think), and people might find it entertaining and funny enough to get it published as a Moon movie.
I think the same principle would apply to this, or at least a game in the Mario Party series for this platform. Not sure about this, but maybe a poll needs to be conducted on whether this is a good idea or not.
If I could have a tool-assisted real life, I'd...
Being a novice, I'd probably load the wrong state, have the IRS AI bankrupt me, and eventually make me want to kill myself and redo 11 years of hard work.
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
Put the enemies on max level, all items on, all of them on a team against you, and have it so they can hurt each other. Have the map as final destination, and only use RNG manipulation to make them kill each other. That would be 1/2 interesting.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Joined: 10/16/2012
Posts: 233
Location: Milwaukee, WI
Abahbob wrote:
Put the enemies on max level, all items on, all of them on a team against you, and have it so they can hurt each other. Have the map as final destination, and only use RNG manipulation to make them kill each other. That would be 1/2 interesting.
OK, Ahbahbob.
If I could have a tool-assisted real life, I'd...
Being a novice, I'd probably load the wrong state, have the IRS AI bankrupt me, and eventually make me want to kill myself and redo 11 years of hard work.
Half entertaining? I'd watch that in a heartbeat! But it must be roughly impossible... How can you manipulate the RNG without doing anything? Maybe pressing the should buttons when your character is being held, or while they're bouncing on the floor from falling while tumbling. It would still technically be considered doing something, but it wouldn't look like it to the eyes of the viewer. Hey, you have to input something to mess with the RNG. To anyone actually attempting: if you make it out alive, you'll be a luck manipulation god.
I'm Espyo from the SRB2 Forums.
Current project: A Pikmin fan engine, Pikifen
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
I'm not discrediting the ridiculousness of it, I would just think it would be pretty long to get them to actually kill each other on a normal stage. I'd definitely watch that shit.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Half entertaining? I'd watch that in a heartbeat! But it must be roughly impossible... How can you manipulate the RNG without doing anything? Maybe pressing the should buttons when your character is being held, or while they're bouncing on the floor from falling while tumbling. It would still technically be considered doing something, but it wouldn't look like it to the eyes of the viewer. Hey, you have to input something to mess with the RNG. To anyone actually attempting: if you make it out alive, you'll be a luck manipulation god.
its posible to get the AI to run off a stage cliff without any input during the mach.
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Ok, I would like (with the help of a French forum) make a TAS of all the events (solo).
Basically finish timed event as fast as possible, and have fun in the other events.
The problem I have right now is luck manipulation. I can manipulate the AI, the objects and stuff during a match, but I'm having hard time to manipulate the behavior of the ennemies at the beginning of the match, the first thing they do.
I found that the behavior changed if you skipped the caution screen at a different frame... And that's about it.
It also changes when you go in the event menu, come back to the main menu, and go to the event menu again... But that's really slow.
If anybody has an idea about how to manipulate this luck... :)
EDIT :
For instance, here is a manipulation of the event 1 :
Link to video
While the WR... :
Link to video
I need to manipulate the ennemies so they don't move and stay close.
For the 1p event run, here's the "route" I was planning to use (I had to stop though because I was working on another TAS).
http://pastebin.com/5PXi3Jdt
So there are a lot of strat that still need to be studied, but more important is what to do for the all stars levels. I can go G&W and 9s everything, but I fell it would be kinda boring, especially at the end.
What do you guys suggest ?
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
STBM wrote:
Ok, I would like (with the help of a French forum) make a TAS of all the events (solo).
Basically finish timed event as fast as possible, and have fun in the other events.
The problem I have right now is luck manipulation. I can manipulate the AI, the objects and stuff during a match, but I'm having hard time to manipulate the behavior of the ennemies at the beginning of the match, the first thing they do.
I found that the behavior changed if you skipped the caution screen at a different frame... And that's about it.
It also changes when you go in the event menu, come back to the main menu, and go to the event menu again... But that's really slow.
If anybody has an idea about how to manipulate this luck... :)
EDIT :
For instance, here is a manipulation of the event 1 :
Link to video
While the WR... :
Link to video
I need to manipulate the enemies so they don't move and stay close.
You're also probably losing time due to using different strategies. The first aerial attack you use has a longer wind-down time; you sort of float and stay in the air longer, making you activate your smash later because you land on the ground later. It looks like you go A neutral air (for Mario's sex kick), forward smash, then aerial forward for the spike, while the WR does an up aerial (which lands on the ground sooner), then down smash (which gets DeeDee and Bowser off the edge faster, which not having to push them out as far), then forward aerial. Just watching them both back and forth, it looked like the enemies moved basically the same.
Welp, I guess that was known already but all the rng of this game is decided by a seed. The AI behavior, the pokemon coming out of the pokeball and everything else cannot be changed during a fight. The only thing you can influence is which item is going to spawn, but it's not that great.
This is going to make an event TAS way harder, maybe I should try subspace first ?
The RNG DOES work with a seed, but you can still manipulate luck to a degree, right? Suppose you want to force a Manaphy to come out. The seed for the fight generates the numbers 335, 681, 999, 0, 123. You want to open the Poké Ball when the RNG is 0. Well, you can push the numbers forward by doing a couple of things, like using Judge, or to a more sophisticated degree, moving differently next to a computer player, so that it picks different random actions (a CPU next to you might randomly jump, run, etc., while a CPU next to you being attacked will randomly decide to get hit or shield).
Sure, it's next to impossible to push the RNG in such a small event but... Could the RNG be pushed with button inputs also? If so, one could try to mash buttons on the READY? message to manipulate the RNG...
I'm Espyo from the SRB2 Forums.
Current project: A Pikmin fan engine, Pikifen