Post subject: Nicktoons Battle for Volcano Island
Experienced player (630)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
http://tasvideos.org/userfiles/info/16676922045501548 ^a wip i did a longass time ago, before i even got a single publication. It's a very interesting game and requires a lot of strategy between characters. I haven't even bothered to find tricks or anything but it's worth trying out.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Looks pretty good. The gameplay reminds me of the SpongeBob GBA games Supersponge and Lights, Camera, Pants.
Experienced player (630)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
Joined: 2/11/2015
Posts: 41
Location: Pennsylvania, USA
Link to video posted this on discord and my social media but forgot to post it on here. Already got some suggestions for improvements but haven't looked into them yet[/video]
Experienced player (630)
Joined: 11/23/2013
Posts: 2208
Location: Guatemala
Wow, thats some insane speed. I didn't know you could build speed like that in this game, how do you do that?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Joined: 2/11/2015
Posts: 41
Location: Pennsylvania, USA
dekutony wrote:
Wow, thats some insane speed. I didn't know you could build speed like that in this game, how do you do that?
I actually found this on accident shortly after my friend pointed it out looking at the speed value. The frame you hit the ground while still holding the direction you are going, you gain like 400ish speed (512 is max running for comparison sake) for 1 frame and if you let go it'll slowly trail off to 0 but if you jump you can maintain this speed as long as you aren't holding any direction. You can stack this continuously over and over :D Also I found just from messing around with the speed address, you can eventually clip through walls with about 4500 speed but idk if that will be possible to get anywhere. The highest we got so far was in the 2000s near 3000 iirc?
Experienced player (994)
Joined: 1/9/2011
Posts: 227
The work looks good so far. That speed boost looks like it can be deliciously broken. I have a few questions, though. Is there any way to conserve your momentum while turning around? I ask because bouncing back and forth underneath a low ceiling could allow for some massive speed build up. At 2:56 instead of just standing at the gate couldn't you build up some jump momentum using the platforms on the left? There were a few other spots in the movie where I felt this could apply. At 4:05 in the encode is there really no way to damage boost through the snail or attack it in some way? At 6:08 is there a reason why you stop on the ledge even though you're already invincible? Edit - Nvm, those recovery frames are terrible. At 6:20 do the purple crystals 1-hit KO you? Also nvm, from the RTA I see that it sends you back to the check point. But, at 6:20 it does seem like there's enough time to get hit once so that the golden heart doesn't get counted at the end of the level.
Joined: 2/11/2015
Posts: 41
Location: Pennsylvania, USA
WarHippy wrote:
The work looks good so far. That speed boost looks like it can be deliciously broken. I have a few questions, though. Is there any way to conserve your momentum while turning around? I ask because bouncing back and forth underneath a low ceiling could allow for some massive speed build up. At 2:56 instead of just standing at the gate couldn't you build up some jump momentum using the platforms on the left? There were a few other spots in the movie where I felt this could apply. At 4:05 in the encode is there really no way to damage boost through the snail or attack it in some way? At 6:08 is there a reason why you stop on the ledge even though you're already invincible? Edit - Nvm, those recovery frames are terrible. At 6:20 do the purple crystals 1-hit KO you? Also nvm, from the RTA I see that it sends you back to the check point. But, at 6:20 it does seem like there's enough time to get hit once so that the golden heart doesn't get counted at the end of the level.
Thanks! I was actually looking at this again last night cause we finished the 2nd world last week and the first 2 stages in particular look a little rough now. I did get some feedback elsewhere too but I'm not too familiar with hex editing in TAS Studio. There's no real RNG so it should be easy once I learn how to do it. Regarding conserving momentum, you can only build it going 1 way. So if you hit the opposite direction, you'll just slow yourself down a bit faster than naturally decelerating. 2:56 is definitely really sub optimal and to me looks like the most notable error thus far. Just from a tiny bit of messing around and shooting that extra bubble at a later time, I managed to cut out a ton of lag frames. Also you could do a jump like at 5:20 to release the bubble right on the thing most likely to save more time. 4:05 unfortunately not :/ you have no way of killing snails and they are literally just solid walls that block you off with no option other than waiting. 6:08 I don't believe there is any sort of pause. The turning left likely was slowing down slightly so we could make that jump. 6:20 that's a really good idea that I didn't even think of. I'll try that later. The golden hearts only cost 44 or 45 frames to get (don't remember the exact number) The one in this stage was actually grabbed despite being 7 frames slower cause it looked a lot worse to completely stop and just walk under it in our opinion. Here's the encode of the 2nd world since I never posted it [video=]https://www.youtube.com/watch?v=jZ6SuXzwyO0&feature=youtu.be[/video]
Experienced player (994)
Joined: 1/9/2011
Posts: 227
bonecrusher1022 wrote:
...I'm not too familiar with hex editing in TAS Studio. There's no real RNG so it should be easy once I learn how to do it...
Hex editing is an old school term that simply means editing, so modifying your earlier inputs with TAStudio is exactly that. The lack of RNG makes it really nice. Back to 6:08 in the first wip, though. Getting hit causes a 31 frame hit stun whose timer only begins when you touch the ground. I was able to discern this using youtube's frame advance feature and comparing it to when you get hit the second time by the snail in the second wip. Where I'm going with this is that you should instead run into the starfish enemy as low down as possible to land on the ledge sooner. I think this can save ~10 frames which might be just enough to beat the platform cycle at the end. The wip for world 2 looks pretty good. There might be a chance to abuse the checkpoint at 0:31. You get 45 frames of invincibility to move around with once you recover from being sent back to a checkpoint. If you fall down and get hit by the purple crystals as soon as possible this looks like it'll let you beat the cycle for the rings. If it works you'd save about 40 frames. Best of luck!