Posts for Atma


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Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
Posts: 803
Kitsune wrote:
I'm not a runner, unfortunately. More than likely never will be. And TASing a game is just way out of my league.
What better time to start, then?
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How shameless of you, Kitsune :P I suppose my opinion on this game is that it would be of questionable choice, with only soso entertainment. I haven't played it in many years, but I vaguely recall grinding and merging being almost a requirement to get past certain points. If a run could bypass the former almost entirely, without sacrificing huge amounts of time due to doing pitiful damage, it may get a more respectable response. I'd suggest (given the lack of response) that you give it a whirl yourself, and see how it turns out after a bit.
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I just finished watching it. To be honest, this felt more like watching a test run rather than a finished product. There were various places where you did things that seemed less than optimal, with a worthwhile mention of (in native fortress) jumping up past the log that you have to hit with a spin, but not actually spinning and needing to jump back down to redo it. This gets a 'meh' vote from me.
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Care to explain the glitch and how it works, Ryuto?
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Joined: 9/1/2005
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Kriole used Blocking Mail! It was super effective! I don't think I need to say much more.
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janus wrote:
this is it! myria was a breeze with gambit.
It looked horribly boring to watch, however. Going with IRT kaiser would've been a bit more interesting, but you probably didn't have the AP for it anyway.
2) I need the lavaman trick (in which case I will need a lot more molotovs); which, I hope, will make garr learn kyrie
Given you 2 round the zombie dragon, this is a non-issue. you'd spend longer powering up a lavaman for exp.
3) other suggestions?
Don't pick up the frost/thunder genes, aand if you require trance, get it earlier, rather than backtracking for it. Also, would killing one/both of Gaist's torches save time on their flare animations that you see 4-8 times?
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jlun2 wrote:
Wow. I feel sorry for the Kiwi; must be sick flying that fast.
Given that Ivy's actually a phoenix, it can't be that bad. Yes vote for making the game look easier than a 2x2 block puzzle.
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I'd say 4:3 for games where 4:3 is the only option. Since you have to manually set the widescreen option in gamecube games, only people who are willing to sacrifice some time for a better viewing experience (in my opinion) will actually do this.
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X2poet wrote:
I hate the continue in this run too.
Then why did you use them in the first place?
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Joined: 9/1/2005
Posts: 803
Why not just post the run that uses no continues or death? It seems like a more practical solution.
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Joined: 9/1/2005
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X2poet wrote:
Not die? No damege? Why not no damage run is not acceptable for other emulators' games?
I do believe I said not to die, not take no damage. If you only get one life from your credit, and your life bar gets refilled every stage, abuse it to the fullest, sure. If it doesn't (or can't) get refilled, use it carefully.
Only because this is arcade game?Who care how you beat the game?
Think of it as working within the given limits of a game, not merely adding things to make it easier for you at your own convenience.
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X2poet wrote:
Why not feeding coins at first is cheat?
Because you wont progress past the title screen (which would likely be flashing "INSERT COIN(S) 0/#"), and arcade tas would thusly not even exist.
X2poet wrote:
Only Arcade games have life limit.And if Chip & Dale is in Arcade and you can't bonus lifes.What should you do?
Not die.
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dragonxyk wrote:
Don't you think the death management is a good way to save time?It's great
There's a difference between death management ("I have 2 lives, I can die twice at most") and feeding credits ("I have 2 lives, but I can die as many times as I want because I can give myself as many lives as I desire").
Experienced Forum User, Published Author, Former player
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This run combined the speed of the any% with the variety of the 100%, I was certainly entertained by variety of things seen in the run. Now all you need to do is submit your redesign tas aswell saturn :)
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Put bluntly, the continue lets you skip 2 trains, and have precisely no effect on anything else, since, well, there's nothing else in the stage before your next weapon powerup oppurtunity. It also looks poorly implemented, in a sense that it looked like it was something you decided upon in a spur of the moment thing, rather than planned from the start. In an arcade game, especially one such as this, 1CCing it (even better if you didn't die) is far more entertaining to watch than sloppy death and continuing, even if there is a speed tradeoff.
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Derakon wrote:
Wait, the C-stick is analog? I've only ever seen it be used as a bastardized D-pad.
I'd wager that's because of 2 reasons: 1) Many years of gaming has delegated the right thumb to button pressing, not directional input, so you wont get as accurate input from it as you would the left. 2) It doesn't have a proper stick on it for decent grip, so it'd be harder to get an accurate input for what might as well be non-100% directional presses. petrie: It sounds hideously complicated, but then you realise that there aren't too many games that utilise those functions extensively (though a game I want to tas does use one of them on a reasonable basis).
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petrie911 wrote:
Well, to be honest, all we really need is the ability to set the X-axis and Y-axis of each stick independently. A Mupen-style TAS Input plugin would certainly be more convenient, though.
For gamecube: x/y axis of the main/c analog sticks, and analog L/R buttons is needed. For wii, you have: accelerometer, gyroscope, IR pointer position, whatever attachment is plugged in (which can also have an accelerometer in it). So there's a lot more fine tuning required for wii over gamecube.
Lastly, this has been bugging me for a while. What does dtm stand for? Dolphin ???? Movie?
Dolphin TAS Movie?
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mmarks: you should probably go with a second encode, the audio on that one seems to be of rather low quality (I hear static almost everywhere in it).
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I'm going to say the wiimote. Not because of the waggle bullshit, but because it actually gives you plenty of space between each side of the controller. There's plenty of length for your hands to be in comfortable positions, and you even have the option of the 'non standard' controller layout, being analog stick in the right hand, buttons in the left. It's like dual wielding keyboards, one hand on each keyboard. It's far more comfortable than using one keyboard on its own (to me, anyway).
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janus wrote:
man, it seems even harder than the meow staff and the medusa shield. And for some reason, goo king seems immune to disembowel. Plus, I seem to have to steal his green apple.
For comparison though, in Breath of Fire 2, the moment you start the battle, you can know if you'll get an item drop or not. This is simply because whether or not an item drops, and which one it is is determined at the start fo the battle. I'm not sure if the same still stands true for 3, however.
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So it turns out that the crystal snail miniboss skip is actually possible in snes9x 1.52, but the likelyhood of it being worthwhile is, well, low. Not only would you have to change the stage order to accomodate its use, you would, in exchange, have to work out an a lternate method that's less than 500 frames slower than the current method used to get the heart tank in morph moth's stage. You'd also gain all the additional lag that isn't presesnt in 1.43/1.51, so the overall tradeoff is that it probably isn't worth the time to do.
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I'd recommend using mediafire over rapidshare, since it doesn't have pesky download limits and times etc. That and I seemingly can't even download that file because the link does nothing but lead me to an 'upload file' page.
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There's always the option of a powerlevelling fight against lavamen, where you can spend 4-5 turns powering it up with fire attacks until it reaches the exp cap (and abusing the ability to dodge their now superpowered near instant kill attacks), and then just offing it in a quick fashion.
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BoF 3 only has 'good end' and 'bad end', there isn't a middle ground like 1 and 2.
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No need to be sorry if you're providing newer wips. I just watched this, it looks pretty good. Curiosity: would manipulating critical attacks be more practical at some points? Also, while I doubt you'll never actually use items, you know about the senzu bean glitch, right (you get a senzu bean off of yajirobe for videl, then proceed to use it, and go back and see gohan, he'll take your 0 senzu beans away from you, and leave you with 255)?
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