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Reviewer, Active player (288)
Joined: 12/14/2006
Posts: 717
Is this the movie you wanted to show? From what I saw, the gunners just shuffled around a bit and didn't move from their starting position at all.
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arkiandruski wrote:
Is this the movie you wanted to show? From what I saw, the gunners just shuffled around a bit and didn't move from their starting position at all.
The screen didnt move. But for each throw I did, the characters teleported to the right by a few pixles.
Reviewer, Active player (288)
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I may need a longer movie to see if it's viable, but what's the speed of that in pixels per frame?
zwataketa
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Posts: 309
How to defeat Pinky Roader easily and far TOO quickly: Stand on the left leg, slide to win. I never get tired of doing that whenever I play this game ^^
I quit TASing.
zwataketa
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http://m.youtube.com/watch?v=x-N2mf59m4Y If you knew how to do this, you wouldn't have to worry about taking damage during that stage. You could have the goal of DESTROYING EVERY ENEMY AND BULLET AS ENTERTAINMENT SINCE YOU WOULDN'T BE IN A SITUATION WHERE YOU COULD GET HURT! Let's hope it's not just a Wii virtual console glitch, though (he mentioned it was on the Wii's virtual console version of the game).
I quit TASing.
Joined: 7/9/2011
Posts: 20
Could a weaponless run be possible? just dealing damage with physical hits. Excepting the rail and the shmup stages obviously.
Joined: 7/2/2007
Posts: 3960
You can still slide during the rail sections, if I recall correctly, and I think it deals damage. Good luck beating Seven Force that way though. Some of the battles in the Dice Palace would also be problematic. I think everything else is doable assuming you allow partner throws; otherwise Golden Silver might be impossible.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Samsara
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https://www.youtube.com/watch?v=r0G_VA4o4DU Testing, might work on this a little more seriously in the future. EDIT: https://www.youtube.com/watch?v=rHD1tTKresE Fairly large (1-2 second) improvement here, uses one less throw than the published run. Perhaps other bosses have similar optimizations?
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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I'm an idiot who had to restart from the very beginning, so technically all the videos I posted before are now out of date. Kind of a blessing in disguise, though, since I managed a few really neat strategies on the return trip: https://www.youtube.com/watch?v=mqHCK8UNI9k EDIT: Currently about 500 frames ahead of the published run, for the record.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: hot dang a new wip
Samsara
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Link to video Pink's down. 718 frames ahead of the published run.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 7/2/2007
Posts: 3960
Looking good! I see the message-writing tradition is alive and well, too.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Samsara
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Derakon wrote:
Looking good! I see the message-writing tradition is alive and well, too.
Expect a lot more of that on Green. I'm probably going to keep Flame/Chaser for a while (instead of keeping the published run's goal of every weapon/combination), so I'll get as much entertainment value as I can out of it.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
GoddessMaria
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Lovely work, Sam! I'm looking forward to the next progress you bring!
Current projects: failing at life
Samsara
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https://i.gyazo.com/4ded383ddad221e6296060cea83e641e.png After far more autoscroller than any TASer should have to endure... Optimizing the boss fights is probably my favorite part of TASing this game (or any other game, really), so I should have Seven Force down fairly soon even if it's another 4ish minutes on top of the 3:30ish the autoscroller already was.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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EDIT: 3 out of 7 forms down so far. I'm trying to take down one a day from here on out, hopefully I can actually get back to Toss Boy antics once the weekend is out. EDIT2: GUN (form 3 in this run) is taking more time than anticipated, may be a few more days before I can move on to Orange's stage and actual movement again. EDIT3: User movie #34164827169226117 Starting to have fun again.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Editor, Skilled player (1824)
Joined: 8/25/2013
Posts: 1200
Looking good! Autoscroller didn't feel as long since you put so much effort into making it worth watching.
effort on the first draft means less effort on any draft thereafter - some loser
Samsara
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Seven Force continues to be a pain, but after a couple of form switcheroos I'm finally back to a comparable point with the published run. 5 out of 7 forms down, and I'm exactly 31.5 seconds (1890 frames) ahead. EDIT: The majestic, dancing Eagle Force is now dead. 6 out of 7 forms down, up to 39.25 seconds (2355 frames) ahead.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: thank god, i'm done, also an encode
Samsara
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Link to video 2541 frames (42.35 seconds) ahead of the published run.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: boy howdy look at this here WIP encode
Samsara
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Link to video 3621 frames ahead.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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So I think I'm going to redo a fair amount of my progress for a reason I'm presenting without comment: Link to video EDIT: Except I'm commenting on it. This is an optimized version of a movement technique Sonikkustar posted about years ago, which I initially disregarded since the way he did it gave absolutely no horizontal speed whatsoever. I ended up trying it anyway while working in Black's stage and, to my surprise... Well, just look at it. For reasons related to the color Green and my personal sanity, I won't be redoing the entirety of the run. It would save a few seconds in Pink's stage but I don't think it's worth spending another solid month or two re-optimizing Green's stage just for a few extra seconds. I'm going to strike out my progress from the middle of Orange's stage and implement it from there, starting from just after the Yellow Phantom and continuing on through the end of the run. Though, before I do that, I'd like to see how hex-friendly the game is. If I can copy over Green's stage and Orange's autoscrolling section and have it perfectly sync on a file that uses this movement tech in Pink's stage then, like a Tumblr post of a genderswapped Finding Nemo character, it'll be hunky dory. Otherwise, it'll still be used for most of the movement in the run. And that's fine.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
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Won't it result in a Pulseman game situation, where fastest speed is barely watchable, and there is a run that avoids that movement glitch and is way more enjoyable?
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feos wrote:
Won't it result in a Pulseman game situation, where fastest speed is barely watchable, and there is a run that avoids that movement glitch and is way more enjoyable?
You're implying that this throw glitch is not entertaining. Besides, this game is about the bosses, not the levels.
effort on the first draft means less effort on any draft thereafter - some loser
Samsara
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There aren't enough sections of pure horizontal movement for this glitch to make the run unwatchable. On top of that, there's the added challenge of routing vertical movement, mainly because quick drops actually move you diagonally downward at a fairly fast rate while you're in the air: There's also the need to route around enemies so that they're not thrown, the issue of lag reduction because of Blue firing every time he quick drops, the fact that I'd have to get the conditions right every time (both players need to be in close proximity and facing away from where they want to move)... Despite how ridiculously fast it is, it's not actually going to save a ridiculous amount of time. Plus, if I can't get most of my current work to sync with a new beginning (and I seriously doubt I will), the glitch won't be used until 11 minutes into the run, and it'll take another 5-6 minutes to reach a stage where it'll be used for a long period of time. So I don't think it'll detract from the entertainment at all, only add to it.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
WST
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To be honest, I do not find this way of movement unwatchable, it’s pretty fun and reminds me of a similar movement technic in Comix Zone.
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Samsara
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Link to video This is about 4 seconds faster than what I have on my main file. EDIT: Amazingly, I think this actually makes movement sections a lot easier to optimize. The fact that it outruns the screen adds a lot of leeway to be able to do things like grab new weapons or slow down to avoid being grabbed by other enemies. It stays on the ground so I don't have to worry about jump-kicking into enemies or houses, it doesn't collide with enemies at all so that's never an issue. It keeps both players together and within throwing distance so minibosses are less of a problem (notice the Pink Phantom being taken out instantaneously with a single throw as opposed to having to fire at it)... I'm estimating it would save around 15 seconds on Pink's stage overall, which is pretty substantial, but implementing it would still mean redoing 10 minutes of autoscroller that took over a month of work initially. I've basically confirmed there's no way in hell I can just resync Green's stage (even a tiny delay means it desyncs instantly), so it's looking like Pink's redux is going to have to wait for the next version of the run, assuming I or someone else ever gets around to it.
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.
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