Posts for Bag_of_Magic_Food

Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Plus it's almost always silly to add "Mister" in front of a fake Internet name.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
If people can't decide, couldn't they just not vote?
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
OmnipotentEntity wrote:
How about in that one Lolo game that Bag of Magic Food did where you have the Rock, Paper, Scissors duel with The Great Devil. It looked like Bisqwit moved the arrows around so he could win the duel. Or was it unlosable?
It's unlosable. In fact, it's rigged so that there's no way to speed it up or slow it down, so I decided it was fair to exclude it from the movie file and consider it part of the ending. I like how in the AVI, it makes Great Devil look stupid for not realizing Lolo's stupidity and just choosing paper every time, while as an .fmv, it can be left as an exercise to the viewer to prove that the battle can't be lost or won faster. So no, Bisqwit didn't do anything; it wouldn't have mattered if he did. I'll have to remember to make a note of that in the submission text for my second run. (I've only finished a third of it, but it's already eleven seconds faster! Yippee!)
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
But maybe they meant to come back later! You can't just assume stuff!
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
So how about this game? I always liked Zanac's fast pace and first level music, even though I never actually beat the first level. Yeah, now that I think about it, it is pretty surprising that this game never seems to lag with all the action going on. Most games are like "I have to animate three objects at once?? GACK, SLOWDOWN!!!" My only concern would be that the full-screen zaps you use appear to stop the scrolling for a moment. But I guess it's more interesting than not using them.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Okay, but I'll bet some of those people will be annoyed when they come back and their accounts are gone. And you can't tell them apart now, either.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Tilus wrote:
What I don't remember, though, is if being farther ahead causes your points to rise faster than normal, which will determine if I use up the other two boosts or not. But I guess that's going to wait until I get that far (which won't be very long now).
I see what you're asking. If you use a boost at the very end of the race the way Blechy suggested, it might end the race a little sooner and make the video a little shorter. But if your points don't increase faster, then ending the race sooner would result in a lower score and look a little less impressive. Maybe I should put an SNES emulator on my new computer one of these days and find out...
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Only the SNES games are getting 20-page topics. :(
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
What, you're not going to call him something cool, like "A"? :)
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Well, you could look at how a game is coded and try to break it down into subproblems. ...Which is basically what people do when they play games for real.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Hey, yeah, I've only gotten one comment each for my latest Adventures of Lolo 3 and Totally Rad movies. Comments seem to be a bit more plentiful in the Workbench than for less popular games here in NES, which bothers me because I think it's more important to get feedback before a run is completed.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
In NESticle, you don't need to pause first.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
i edited a santa hat onto my avatar success at last
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Mazzic wrote:
Thanks Bisqwit! Now I can finally watch the Famtasia submissions too! Oh, and the movie is a Yes vote!
Wait, why can't you watch Famtasia movies?
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Oo, sounds like an idea for a new run!
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Well I think of it as something that's too hard to do so nobody's doing it.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Is it possible it was made like that to compensate for Windows Media Player's natural tendency for desynchronization after watching a movie too long?
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
I think you're being a little too humble.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Baxter wrote:
Level 3-5: Baxter 24 frames faster >>> I tried this level lots of times and found a way not to wait a single frame with pushing the blocks in front of the ........ (what are they called?)
Really? You can time it like that? The only thing I thought of trying was getting the bottom heart framer before the upper-right one, and that didn't help. Or can you influence the Almas' movement? It seems to me that the ones in their little prisons are moving the same ways continuously. But then again, I did get the Alma on the left to wobble in the corner once, so... hm... Do zig-zags help?
Baxter wrote:
Level 3-9: BoMF 105 frames faster >>> Your route is just better than mine.
Yeah, like your 3-7, I kept finding little ways to improve 3-9. I must have done half a dozen different paths that I thought were the best until I looked over the movie and said, "Wait, what if I go there then instead?" Even now I wonder if I can improve it still. I guess I didn't do very well at all on 3-7 then, because I was using an even worse path before I consulted a guide.
Baxter wrote:
Level 3-10: Baxter 119 frames faster >>> A completely different route. This level has a lot of possible routes to complete, so obviously we had different paths. (can't really explain my route is better; you'll understand).
This was the one I was most afraid of, since I only started working on it yesterday. What's funny is that I found one other way to do the level, and it was 1 frame slower. I don't THINK I was making any measurement errors, so I chalked it up to either accidentally waiting a frame (unlikely) or some source of lag, probably those Gols.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Hey, is Baxter still around? I want to compare times now!
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Hmm... That sounds a lot like how I edit my movie files, except I don't know any Unix command codes. :) I just use a hex editor called XVI32. First I make my new version up to the point where everything afterwards will be the same as the old version, but I make sure to include an action near the end that I always perform at the exact same time in both movies. Then I look at the old version to find the address where that action starts, mark a block from there to the end, and copy it. Then I edit the new version by deleting everything from the special action to the end and pasting in what I copied from the old version. But if the change I make doesn't affect the time (usually some stylistic thing), I don't even have to worry about looking for a "special action"; I can just copy and paste using matching addresses.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Yeah, this is really late, but better than never, right? The first three levels Frame count: 30109 Please tell me if you beat any of my level times!
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Actually, maybe I should just go ahead and continue the run now so I can look back over it to see where I might benefit from different magic spells. I think I'll be able to fix anything in the final run by re-reading what people post in this topic.
put yourself in my rocketpack if that poochie is one outrageous dude
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Well, I've been going by what seems to be faster to me. I think the double shot does 3 times the single shot's damage, while the triple shot does 7 times the single shot's damage. But the double shot can be charged up a lot faster than the triple shot, so I figure I can usually fire off three double shots in about the same time as it would take to get in a triple shot and thus do more damage that way. But then again, the triple shot does have the advantage of being able to hit multiple enemies because it doesn't get absorbed when it hits something. So there's a little room for variety there. I thought I did a pretty good job on the first mini-boss, but I guess I could look into other ways of fighting him. What's funny about his barrels is that their hit detection is a bit low. If I fired a shot while standing, the shot would strike the barrel instead of the guy; while crouching, the shots went right past the barrel, so I eventually had to jump. I didn't think I could influence his movement so he wouldn't force me off the platform, but I could try the fight again. I suppose I could also try jumping over to his right to get more room, or using triple shots, or blasting more of the barrels out of his hands so I might not have to jump... We'll see. Okay, now about magic spells: I don't think they'll be useful for a while. The first act boss takes more damage from the regular guy's shots than from any of the transformations' shots, so it would probably be wasteful to spend any time transforming in the first act, especially considering that I have to go through the menu AGAIN and transform BACK to the regular guy to use any other spells. The damage spells are troublesome because they tend to have long animations that usually take more time to play out than I would have taken to fire shots at lightning speed. The fire spell is the most promising because its regular animation is just some short flashing. In an earlier run I did, I beat the first mini-boss with just two fire uses. But it looked to me as though the way I did it with regular shots was faster than going through the menu and using two fire spells. Similarly, any damage spell takes one and a half units from the first big boss, so I could defeat it by first firing six shots and then spending all six of my magic units on fire. But I also thought that just jumping up and firing shots would be faster, though I should probably test it to make sure. I think the main problem I have with the spells is that it's less impressive to use them: Making every shot count is tough, but picking a spell and pressing Up+B doesn't take any skill at all. They tend to be better for helping a real-time player out of rough situations. But I'm pretty sure the transformations will be necessary later on, so I'll see how well I do in regular mode until then. And finally, I don't want to use FCEUltra at this time because I'm not comfortable with the way I have to use it right now. Pausing often crashes the game, so the only solution I have now is to NEVER PAUSE. Combined with the fact that I can't use sound cues (as Bisqwit said, the "beats" heard at low speeds are very helpful for distinguishing frames) and the fact that I can only halve or double the speed so I'm often caught between too swift and too sluggish, I just don't think making a movie with FCEUltra will be a very pleasant experience. The only real trouble I have with Famtasia is that there's no frame counter, so to get an action in on a specific frame, I have to go to 3%, save a state, and load the state while chanting something like "One two three four five NOW!" so I can see what happens when I push a button on the sixth frame from the state or whatever. The problem comes in when I have a sequence of actions I want to do on the first frames possible that all depend on each other, which means I'll end up loading older savestates that invalidate newer ones, and I probably won't re-save the newer savestates at the exact same times, so I have to figure the times from the states to press the buttons all over again. I hope some of that made sense. :P Anyway, that's what I did for the entire boss fight, and I assure you it's the same result I would have gotten from "frame advance". Now onto some issues I saw in the video that I probably didn't fully explore: Those darn clowns. I want to hit their balloons right away because they cause major slowdown, and I think I was a little slow on that a couple of times. The first time I fought the first pair, I didn't kill the first clown, but I did get him to go past me and into the water, which causes a funny effect where he gets stuck under a platform and "wobbles" the rest of the time he's onscreen. But after I had done this, I decided to go back and redo that part where a balloon's flying up and I fire a triple shot at a rolly ball guy, since I remember I hadn't made sure to minimize the time it was onscreen because it also causes major slowdown. Well, after I had done that, the timing didn't work out when I fought the first pair of clowns again--I think the first clown jumped on me, leaving me no room to jump over him--and so I shot the first clown extra times to slow him down so he got scrolled off the screen. (The other time I shot an enemy without killing it was when I shot a rolly ball guy once so I could shoot THROUGH it to hit the flying wingding ahead of time. Nice, huh?) No funny wobbling from him. I've have to try harder next time to find a way to either kill him or get him into the water. That whole vertical shaft was also a real pain, starting with the fact that I had to use frame advance (3% speed) just to make sure I jumped early enough. I remember I could jump for a number of frames so that I just barely got onto the platform and thus could start charging a shot at the earliest spot, but I could also jump for just one frame longer to get a little higher, which would keep my character from getting stuck against the edge of the platform as long as the first way would. I'll have to pay extra careful attention to the way acceleration works in jumping in my final run. First big issue in the shaft besides jumping was that rocket-spewing lid. I was wondering if I should have waited to kill the first rocket it spit out to avoid its slowdown, but I decided it would be better to go kill the pod right away to get rid of the slowdown. (I hate how these games make you play "avoid the slowdown" to do a good time attack.) I was originally going to take damage from the next rocket-spewing lid to walk through the robosoldier's bullets, but then I realized I had enough time to kill the rocket and lid with single and double shots. That didn't help much, though, since the robosoldier was so goshdarn trigger-happy there. Now I start to wonder if MAYBE I could influence him to shoot at different times so I could kill him after the latest bullet but before his next, since I did see ways of influencing two of the other robosoldiers, but part of me really doubts it. And that awful balloon at the top... I didn't want to make a time-wasting jump, but I saw no other way. It didn't go up fast enough for me to slip by it after the first jump. I can't take damage from it, because damage resets you to a standing position, and you can't move horizontally while falling from a standing position, and I wasn't over the platform when I hit the balloon. (By the way, the fact that you return to a standing position upon taking damage means that you can fire a double shot at the big boss right after bumping into it, but I tried that, and it didn't do any more damage than a single shot. Peh.) I didn't THINK I had enough time to shoot it, but now I have my doubts, though I would still need to take the extra jump to do it. Then there was that clever fire jump. I tried that just for the heck of it, since I decided that taking damage there would be faster than waiting for the platform to be high enough, but then I figured out that pressing A again in the exact right frame caused an immediate second jump that left no frame in which I was counted as standing on the fire. Nice. But do you think I should have just jumped across the fire the whole way like that? I don't know. I thought it was cool to use the platforms normally at first to make it look like I needed them, then jump in right at the end to make the viewer think "Oh no, he messed up!", but then I surprise 'em. There's just one other issue I'm concerned about. I've been going out of my way to kill as many enemies as possible as fast as possible to make the video more impressive, and to see what score/lives I'll achieve by doing that. But this requires making some extra jumps to kill those flying wingdings and some other enemies early. And here's something I noticed during frame-by-frame: The character doesn't seem to have any horizontal motion during the very first frame of a jump. So I would be losing a frame every time I make an unnecessary jump. I think there are also certain kinds of landings that lose a frame. So in the end, going for bonus kills might make the movie a second or two longer. But is it worth it to see me anticipate every enemy in my range? This sounds like another one of those heated "style versus speed" arguments...
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: Totally Rad revisited
Experienced Forum User, Published Author, Active player (278)
Joined: 5/29/2004
Posts: 5712
Okay, I just finished the first level. http://www.geocities.com/ryan_ferneau/totrad1.zip So am I on the right track, or do I still have room for improvement? I want to work out the nuances of the first level before I move on to the second.
put yourself in my rocketpack if that poochie is one outrageous dude