Posts for Atma


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current progress. ok, so its not actually current, but it goes far enough for now (i'll update it later). make sure you note that this is a test, not a final product (as there is at least one blatant mistake in it) :P
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Megafrost wrote:
As for going to the ice missiles backwards...well, I think I'll let my movie file speak for itself. :)
I am thoroughly impressed. definitely another reason to not tas a game you dont know practically anything about (i mean sure, i've beaten it, but damn that's whacky frame perfect stuff I wouldn't have thought of) :P
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hate to post in a 5 1/2 old month thread in a way, but somewhat out of boredom after watching the apparant frozen-progress tas of megafrost's, since he was up to sector 5 and it finished, i thought i'd play around a little. www.geocities.com/atmaweapon_x/mf.zip (contains 3 vbm's) first is an impossible to do realtime sequence break that's probably slower than coming back later and getting it, not to mention useless. <-- turns out you can do it on a cart, but using a different method that's slower. oh well, almost thought i had something there :P the other two are the normal and an alternate route which could be faster for getting the ice missile upgrade. I was almost contemplating making a tas of this game when i saw megafrosts run. pretty much made me go 'uh, no. on second thought, i'll pass', given how precise and awesome and stuff it was.
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TSA wrote:
If I had the time to learn how to do a TAS, I would help. But it's another thing I'd have to learn, and this game is way too long. I'd rather keep focusing on getting sub-4 in a console run...plus, I'm not to sure how people would react to me making a TAS of a Zelda game.
Put people to shame, have both the best console time AND best TAS time for zelda 64 under your belt :)
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nitsuja wrote:
I took a brief look at Sonic Advance 1 (a game which apparently got many complaints for being too slow) since I was curious as to how different the game would be for a TAS... and found that it's quite broken compared to Sonic Advance 2, and a fastest-level-time run would be a complete glitch-fest, moreso than I thought before. Here is an example, the 1st act done in 16.95 seconds, and that's not seriously optimized at all (I couldn't see what was going on and didn't test very many options) so it could probably be a few seconds faster than that. Maybe it would be better for a movie of this game to have the restriction that it can't rev up the spin dash all the way. The air dash is similarly broken but it's probably fine because it's much harder to abuse to the same extent and harder to define any limit for it.
that's fucking insane. i actually disagree to an extent, it would be awesome to see just how fast you can get times happening due to weird programming errors like that. also, can the spindash actually move you so fast that the game hasn't rendered the levels at that point to which you die from falling through the screen (like the airdash can)?
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definitely a yes. would've been much more impressive if i didn't spoil myself with wips :P totally star worthy.
Post subject: Re: How about using another soulset?
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Sheik wrote:
I can't remember exact name of that soul (maybe Lubicant?), but there are soul that make your strength up extremely. It increase your strenght more and more when your HP is lowerand lower. I thing using Lubicant is faster than using 120% increase.
Lubicant it is, and no, it's not just faster than using it, it stacks with it aswell :) Said soul works by the less hp you have, the more damage it increases your power (though the strength increase isn't anything like triton or such, where any visible addition to strength such as +8 is visible in the damage you deal per hit, though it definitely does do a ton more with things such as red minotaur). Thus i will be using rotten food to acquire the desired hp for the soul, and the 5-10hp gained from using succubus for the good ending doesn't affect the strength of the soul.
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Less Ashamed Of Self wrote:
Very cool run. Not as good as the other GBA Castlevania run in terms of star quality, but still very enjoyable.
I decided to start work on a second version, partially to fix the few very minor mistakes (not really obvious to most people watching it at normal speed), a few different strategies, and in general just aiming to make it look smoother and faster, while still going with 'takes no damage (quite potentially the single point that would be improvable I think, maybe one other, when its finished).
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I just loved the way you made it look like you were doing act 2 then suicided by bouncing :P NintenDan: do you have any sort of video's or such from sonic advance 1? I've watched the SDA run, but i can't tell if all paths taken are the best route. SA1 is annoying too, the air dash doesn't seem as freely usable as it does in 2 (where it takes 4 frames or such to execute every time), but turboing right one frame and a the next gives some insane speed if left on a straigh long enough, you move so fast the level doesn't have time to render and thus you die xD
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Wow, really nice. Yes vote for impressiveness.
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Seriously badass nitsuja. When you finish this one I'm sure it'll be star worthy :P How exactly did you manage to hurt the hot crater boss cannon thingy without actually being a ball? the second or third hit you just kinda bumped it and it took damage, which surprised me.
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Gorash wrote:
That's what I meant. Leftover MP + wasting MP to pass 2 enemies = Easy second to save at the very end of the game. (Unless of course the menu navigation takes more time than saved...)
I think the menu navigation would've effectively cancelled out the time saved, since it takes about 60 or so frames for the menu, and takes about 90 frames for the kill anyways (soma can swing once every 15 frames), this isn't including the startup time of the single red minotaur soul swing, nor the menu time to head into items and refill when adjusting the last bit before chaos. I think it woudl've turned out about even or a tad slower. And thanks everyone for the positive feedback, I honestly didn't expect to get this much :)
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Maza wrote:
Why on earth hasn't this run been published yet!? It's more than just "good enough to be published". It's very fast and entertaining enough. And as McBAIN said: "It's not very encouraging for runners when they make a publish-worthy run, and not get it published." Is it because of the lach of voters? There's already 16 'yes' votes and none 'meh' or 'no' votes. I'd really like to hear atleast one reason for not publishing Xaphan's beautiful run.
I'd be guessing a lack of encoders, given it does actually take a while to do. Still, I have no doubt that this will be published soon, along with that one in the submission queue that says 'next to be published' :P
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a bit late, but easily a yes vote for this. Nicely planned and pulled off.
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good luck trying to make a sega cd movie using gens. not even doing it in one sitting will help you, since the savestates dont actually save everything that was happening at the time. try it in say sonic cd (which would be a great TAS imo). savestate in any level, then proceed to the next one or an earlier one and you'll notice it just plain dont work. it sucks, but that's how it is.
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This gets a yes vote from me. I found it a ton more difficult to actually play than this run made it look (walk through the park-like even) :P As said previously though, that sound effect at the start of every level gets a bit annoying after a while (and as you said, you can't do anything about it).
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Quite impressive, easily a yes vote. I didn't expect hypno wave to actually be so effective as to even work on bosses, as in most games bosses are immune to practically every status effect. Nice work :)
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wasn't bad, looked decent, albeit the sound effect at the start of every level was annoying. i'd likely vote yes if you submitted it, as the game is a lot harder to play than you made it look :P
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Nitsuja, was there any way to allow/make vba to set the frame advance/other useful keys to a controller (even if its by modifying the .ini)?
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wow, very nice. you swam through rock. definitely a yes vote for entertainment, with the exception of the last 2 stages because they suck and take ages regardless of wether or not you want them to. (they account for about a third of the run on their own).
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yep, same happened to me, kinda weird. the movie ends up stopping before you leave to go get the landrover. could be the fact i had 6/6 and not 6/3 set, but that never stopped the others from working perfectly.
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Very nice, definitely a yes vote. bonus points for not naming the main character 'A' even. only bad things i can see were the fact that you didn't get the cure spell when you first went to foresta, since you had to backtrack all the way back which probably cost you a bit of time, and maybe the seeds, though i onyl checked twice, it looks like the first time you didn't take advantage of the glitch while the second you did (first time I checked you had 14 left, second you had 99). but yeah, other than those two things, impressive. didn't think it could be beaten so fast :)
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Andypro wrote:
I compared mine and sleepz versions and when Alys dies im 38 sec ahead. I could have been 48 if I had walked on that Pad. :P
Oh no no, I said it was _good_ that you didn't hit the pad (because your team should all be 100% healed there because of what demi does after the Juza fight.).
despite how it may seem, medic power does exactly what it would in battle, almost nothing (heals a small amount of hp for all non androids characters regardless of life/death). if you watch the movie until the end, and then check the status screen you'd see that :P very nice so far, I cant wait to see what kind of weird shit you pull on them sandworms.
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tmont wrote:
nitsuja wrote:
Well, I submitted a run of it. But, I don't know. I can see the point that it seems like way too convenient a bug, it's something that would obviously be in use constantly instead of only in certain situations, and it doesn't break the game as much as in something like Zelda II so it's really not that drastically different anyway. Plus, the SNES version has enough extra delays to cancel out the time gained, so the resulting time won't be that impressive either.
In all honesty, I enjoyed the SNES version much more than the NES version. It was a nice diversion from the normal physics of Mario. And it looked funny.
not to mention it looks a hell of a lot nicer to watch. I'd totally dig a snes run over a nes run.
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awesome, nice using zipping in a game that doesn't have spin dash :)