Post subject: Golvellius: Valley of Doom
SXL
Joined: 2/7/2005
Posts: 571
had to create this topic, since I believe this game is the zelda (1) equivalent to the sms. the game is quite linear : it's divided into several levels and you seldom have to backtrack ; besides, you must collect a lot of money to buy bibles and become able to buy the gems. hopefully, there is a lot of action, especially the pre-boss scrollers. I don't have enough time to take this task up, and I know that the sms fandom is very limited on tasvideos, but would any of you try to tas this game ? I'd be an avid watcher. a run of the first part of the game.
I never sleep, 'cause sleep is the cousin of death - NAS
Joined: 10/18/2007
Posts: 1
你说的是什么呀!!
Joined: 5/17/2007
Posts: 393
Location: Sweden
dayuyanjia wrote:
你说的是什么呀!!
Is that a yes?
"No love for the game gear"
Joined: 7/18/2007
Posts: 8
Location: Niagara Falls, Ontario
The game looks good to me to see a run on. It seems to resemble a blend of Zelda and... I'unno, Rush 'n' Attack, with a little bit of Galaga thrown in for good measure.
It's good? You've got to be jackin' me, Steve.
skychase
He/Him
Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
Golvelius tas ! my hero ! i f**king love this game
Post subject: Proof of concept TAS
Beefster
He/Him
Joined: 8/16/2015
Posts: 19
I made a proof of concept TAS. It's a little sloppy, so I'm going to make an improved version before I actually submit it. I think I could improve the time by about a minute overall. You can see it on YouTube.
Beefster
He/Him
Joined: 8/16/2015
Posts: 19
I submitted "v2" a couple weeks ago and I'm working on polishing up the route, even down to the farming route (to get exact amounts) Map/Route I currently have the farming planned in detail up to the third dungeon. Does anyone know of any useful glitches? I've found 2 for the platforming caves: - If you get knocked back, you can move forward as soon as you touch a wall behind you - You can crouch in midair by stabbing and holding down during the animation until the your sprite begins crouching. This happens to also reduce knockback as well.
Post subject: Golvellius Any% WIP
Beefster
He/Him
Joined: 8/16/2015
Posts: 19
It's been a couple months since my v2 (rejected) submission and today, I finally decided to hop over to my Windows side to work on v3. Well here is my work in progress. I've finished up through the first boss. Comments/critiques/suggestions would be appreciated. Also, any advice on making the autoscrollers more interesting to watch? All I have right now in the swag department is killing 2 bats at the same time and dodging like 6 bats on the screen (which I don't think lags the game - how would I measure that?. Lag frames don't seem to register most of the time in this game). There has to be something more exciting I can do there... I'll probably chip at this again next weekend if I have time. Maybe sometime during the week too. EDIT: I figured I might as well throw another hour at this. Now I'm up to the first boss. I don't want to get too ahead of myself though. RNG is a pain to manipulate.
Beefster
He/Him
Joined: 8/16/2015
Posts: 19
I don't know what the rules on multiposts/BUMPs here are (I should probably check that...), but I've made more progress and it's really disappointing to see that nobody has pitched in their two cents. I have everything completed up to the third dungeon
Samsara
She/They
Senior Judge, Site Admin, Expert player (2241)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
Beefster wrote:
I don't know what the rules on multiposts/BUMPs here are (I should probably check that...), but I've made more progress and it's really disappointing to see that nobody has pitched in their two cents.
No rules against it at all. Multi-post and thread bump to your heart's content. Don't be discouraged by the lack of feedback! Game threads usually don't get much attention, even for some of the more popular games out there. That doesn't mean no one cares, it just means that most of the feedback will come with the actual submission. I can take a look at the file tomorrow, when I have a bit more time.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
ars4326
He/Him
Experienced player (778)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
Beefster, your WIP is looking much better from your previous submission! You look to be just a bit over a minute ahead of it, currently. My only constructive criticism for you here is that there still seems to be some little things that you could be doing to shave down some more time. I noticed that my test WIP from your prior submission thread is still 21 frames faster at the stopping point where the first money upgrade is obtained. I'm not saying that means you have to now go back and re-do everything again! Particularly in the side-scroller dungeons though (and possibly the menu shop screens), there may be a trick or two that you can still utilize. Otherwise, I look forward to seeing your completed run :)
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Beefster
He/Him
Joined: 8/16/2015
Posts: 19
ars4326 wrote:
My only constructive criticism for you here is that there still seems to be some little things that you could be doing to shave down some more time. I noticed that my test WIP from your prior submission thread is still 21 frames faster at the stopping point where the first money upgrade is obtained.
hmm. Interesting. I probably should have based my run off that. I got A LOT more meticulous starting in the second dungeon though.
I'm not saying that means you have to now go back and re-do everything again!
Thank goodness. Those 21 frames would completely WRECK the RNG manipulation. There's also no telling if optimizing that beginning would actually help in the long run, as a slower start could theoretically set up later parts for better RNG setups. Obviously we're dealing with an exponential problem here... so yeah. I'm assuming this and some other rules set me up for a much more likely approval. :D
Beefster
He/Him
Joined: 8/16/2015
Posts: 19
I've totally laid waste to Bachular/Taruba, the third boss, and I have things done up to the Valley Sword (the one that does 3x damage in the overworld and 2x to bosses) Bachular is a joke to TAS and is no problem at all to 3-cycle (something that would require amazing luck to pull off in an RTA) You can literally manipulate him to spawn in basically the same place. It also turns out that his hitbox disappears on the frames where he's vanishing (but not completely), so I took those opportunities to refresh the sword. I'm not sure if spawn wait times are manipulatable. I might have to experiment. WIP is coming along.
The8bitbeast
He/Him
Expert player (2644)
Joined: 11/26/2015
Posts: 183
Location: Australia
Is anyone still working on this game?
The8bitbeast
He/Him
Expert player (2644)
Joined: 11/26/2015
Posts: 183
Location: Australia
Encode: https://www.youtube.com/watch?v=z6SKJsAWhcA Button file: User movie #38396068639665610 Lua Script: User movie #38396106633072743 Played on Bizhawk 1.11.8 Rerecords: 685919 This is a WIP from a while ago. I'm not working on it anymore and if I do work on it again, I'll probably be active here so that people know. I'm putting it here as a reference to anyone who wants to TAS it in the future. The main thing to optimise is RNG manipulation. The enemies can spawn pretty much anywhere so it's good to line them up and kill them in one hit if possible. Since you need lots of money in this game, killing as many enemies as possible is a good idea. I decided to use a lua script (linked above) to do all the RNG manipulation for the enemies, but the first few farms in the WIP were done by hand. I feel like the first farm could have been a little better. The sidescrollers are sometimes difficult to optimize due to the fixed jump height and even the autoscrollers can be difficult to optimize because of the lag. Japanese is slower on the title screen, but saves time every shop visit after that, making Japanese faster overall. Also, the US version has a glitchy map that is a copy of another map in the wrong spot, and Japanese doesn't have this error. This makes Japanese technically the complete game as it has an extra map that US doesn't have, this is another reason to use J. There's really too much information to fit into the post (especially about how my script works) so I'm happy to answer any questions if someone picks this up as a TAS project.
Beefster
He/Him
Joined: 8/16/2015
Posts: 19
Nice work. This is better than what I made- even the second time. Maybe we could co-TAS the rest of the game. I had some detailed farming routes I could share. The route spreads out spawns so that you don't have too many at once and gets EXACTLY the right amount of gold for extra swag. I can't remember how far I planned it though. (EDIT: Looks like I planned farming in detail up to level 4) I also wasn't aware that the JP version didn't have that map bug. I should get me a JP ROM and play it. PRE-EDIT: (I still have my old project file. I haven't worked on it in probably over a year due to TASStudio crashes. Those might be gone with BizHawk 2.x... Just lacking motivation.)