Former player
Joined: 9/1/2005
Posts: 803
Those are some pretty impressive strats, many that I wouldn't have considered. The final version will be interesting to see, and hopefully easy to sync.
keylie
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Editor, Emulator Coder, Expert player (2844)
Joined: 3/17/2013
Posts: 392
Patashu wrote:
Are you planning on submitting a run with cloud warps or in speed run mode?
I was thinking about it again, and I'm more and more willing to do the speedrun mode first. Mainly because I will loose time (real time) on every puzzle, as I won't be able to use the mouse. So it would be strange to propose a TAS where portions of the run could be beaten by real people... On the speedrun mode, I could use puzzles to do some entertainment instead.
Atma wrote:
The final version will be interesting to see, and hopefully easy to sync.
Syncing is not a problem in this game. No RNG.
Patashu
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Joined: 10/2/2005
Posts: 4045
At 5:01 in this video you can see a bug with platform velocity: https://www.youtube.com/watch?v=v0BqO1iEjz4#t=4m55s If you go from a platform that is moving to ground that is not moving without entering a 'in air' state, the game engine forgets to clear that you have velocity from the platform, and the next time you jump it will be boosted as though from that platform. Since it is a game engine bug, rewinding time fixes it - e.g. it is not a problem with bad entity variables, it's in the game engine. Keylie has already looked through the TAS and there isn't anywhere it would save time, so just posting this here for posterity/in case it is useful in any braid mod speedruns or playarounds.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
keylie
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Editor, Emulator Coder, Expert player (2844)
Joined: 3/17/2013
Posts: 392
Thanks Patashu. Well, it might save a very small amount of time in stage 2-4, but I didn't check it yet. By triggering the glitch before bringing the goomba to the left, it is possible to get the first puzzle piece earlier thanks to the extra leftward inertia (taking the ladder does not cancel the glitch). With this, it might be faster to take the door and re-enter the stage to reset the position of the goombas. At best, it's like a one-second improvement.
Patashu
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Joined: 10/2/2005
Posts: 4045
A probably not useful glitch outside of Braid mods, Purple Key Fly glitch: Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4045
Here's a new physics exploit not done in the current TAS: Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Skilled player (1459)
Joined: 11/26/2011
Posts: 656
Location: RU
↑↑↑ Awesome glitch!!! Hopefully keylie will make new improved TAS. Would be great to see new stuff. Still remember old good times on Speed Demos Archive forum when first TAS was only planned. It was very fun:) Amazing that already 7 years have passed since publication. Need to refresh memories and play Braid again. @keylie If you going to make new TAS please also test this crazy idea: Perhaps in level 3-6 "Irreversible" somehow can be possible to get this piece without waiting bridge and survive on backway with help of rabbits or/and goombas as step stones? In case of success it can save a several seconds.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)