Joined: 4/7/2008
Posts: 117
Awesome. Nice little trick with the log.
Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Nahoc wrote:
New WIP! 555 frames (18.5 seconds) faster than bobmario511's run.
Here's another WIP. 917 frames (30.5 seconds) faster than bobmario511's run.
Post subject: 5+ second timesaver
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
Link to video 5+ second timesaver in the final level, not optimized. (sorry for desynced sound, and bad quality)
Post subject: Re: 5+ second timesaver
Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Kyman wrote:
5+ second timesaver in the final level, not optimized. (sorry for desynced sound, and bad quality)
Nice one, Kyman!
Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
I am now working on a v2. I think I can save ~10 seconds over the currently published run. If anybody finds a new timesaver, please share it!
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
I have a lot of ideas, ill talk to you when I get back from my cottage again. :) Good luck though!
Post subject: WIP update (YouTube encode)
Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Here's a WIP of my Chameleon Twist 2 TAS. aleckermit is helping me route-planning the other levels. Link to video
Active player (458)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
That was very entertaining to watch and looks really optimized. Can't wait to see your next WIP.
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
I made a thread for CT2, use it ;)
Post subject: Moar improving!!!
Editor, Active player (428)
Joined: 9/29/2008
Posts: 706
Location: Canada
I have found 4 more improvements to this run. 1. This comes from taking damage from an enemy instead of the ground, which boosts you slightly less higher in the air, so you can move again quicker, and it saved 6 frames. Here is the .m64 & .st. 2. This is the same concept as the first one, except executed in a little different manner. This also saved 6 frames. Here is the .m64 & .st. 3. I changed the strategy of this room from grabbing the pole with the tongue and waiting to move in a bit then swinging, to jumping off the ledge and then grabbing it with the tongue and immediately swinging, because now you don't need to move in since there is less distance. This one saved...you guessed it, 6 frames. Here is the .m64 & .st. 4. This is the biggest one of all of them. I managed to do a way bigger spin and land on the platform that the pole is on, which saved 46 frames. Here is the .m64 & .st.
Post subject: Re: Moar improving!!!
Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Kyman wrote:
I have found 4 more improvements to this run. 1. This comes from taking damage from an enemy instead of the ground, which boosts you slightly less higher in the air, so you can move again quicker, and it saved 6 frames. Here is the .m64 & .st. 2. This is the same concept as the first one, except executed in a little different manner. This also saved 6 frames. Here is the .m64 & .st. 3. I changed the strategy of this room from grabbing the pole with the tongue and waiting to move in a bit then swinging, to jumping off the ledge and then grabbing it with the tongue and immediately swinging, because now you don't need to move in since there is less distance. This one saved...you guessed it, 6 frames. Here is the .m64 & .st. 4. This is the biggest one of all of them. I managed to do a way bigger spin and land on the platform that the pole is on, which saved 46 frames. Here is the .m64 & .st.
Really nice finds! I knew #3 was possible after submitting my run, but the other ones are new to me. The fourth one will need some luck manipulation, though.
Editor, Skilled player (1504)
Joined: 7/9/2010
Posts: 1317
Small WIP: One frame faster, for more info see WIP notes.
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Editor, Skilled player (1504)
Joined: 7/9/2010
Posts: 1317
Already 46 frames faster: User movie #34255880304477039
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
TASeditor wrote:
Already 46 frames faster: User movie #34255880304477039
got an encode?
Editor, Skilled player (1504)
Joined: 7/9/2010
Posts: 1317
No
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Experienced player (630)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
Ok
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Editor, Skilled player (1504)
Joined: 7/9/2010
Posts: 1317
Theres's a little clipping glitch involving the Z tounge trick: Walking away from a slope then holding Z with proper positioning the tounge will interact with the wall and the player will clip through the slope. The one right from the start works. It could also happen that the player slides down the slope and then clips through the floor. I haven't found any uses for it yet. Another trick: Speed of one axis can be locked while increasing the speed of the other axis while in mid-air, althought very minimal. The trick is to slightly adjust the analog stick angle. I also made a basic lua script: User movie #34924522240897332 Edit:Most if the first level can be skipped. The closed entrance point in the second section leads to the boss room. Either way it would be needed to clip throught the wall or do a very high Z-jump, the height of it depends on horizontal speed.
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Editor, Skilled player (1504)
Joined: 7/9/2010
Posts: 1317
Managed to clip to the corner in the second room to the right while testing stuff, but then guy fell down and I wasn't recording. Both walls are exactly 90°. So skipping first world is somewhat more reachable, if the guy doesn't fall down after clipping. Other methods that would skip world 1: Save+quit, has the stone door open in the beginning but closes, unsucessful with walking under it; glitch out spitting out enemies, so speed modifier is set to 0.5 or higher, glitched mode needs to stop in order to use Z, or just walk trought the wall. Here're some notes about various things: https://pastebin.com/zmRTibA9 I did some shitty test of first room and was about 90f faster, didn't use any speed locking of course. Edit: A gif showing speed locking: http://imgur.com/PfMN6tg
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Editor, Skilled player (1504)
Joined: 7/9/2010
Posts: 1317
Map collision viewer:User movie #49956245481476145
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Post subject: Cave Skip using Z-Clip
Bakonoe
She/Her
Joined: 5/3/2019
Posts: 1
Found this earlier while looking for RTA skips. I doubt people will get back into making a tas of this game but this is useful to leave. https://www.youtube.com/watch?v=ZSix7Cw17qE