Posts for BigBoct


BigBoct
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I have to agree with p4wn3r; the addition of the "lowest score" restriction detracts significantly from the entertainment value for me, both as a speedrun and as a playaround. I would love to see a playaround category for SMB, but this is not the right movie to inaugurate that category. No vote.
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BigBoct
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Can someone provide an MP4 encode? My computer's PSU is failing, so I can't use it, which means all my video watching has to be on the PS3.
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BigBoct
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It is impossible to collect no rings in any official Sonic game; this was the reason Mike89's used Knuckles in Sonic 1 for his Ringless TAS.
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BigBoct
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I'd like to request a couple speed-for-entertainment tradeoffs, if you're willing. 1. Don't use the warp barrels at all. They're already used in the any% run, and while they do shorten the levels they're used in, they also deprive us of seeing part of those levels. 2. Take the time to jab a couple of Gleamin' Breems in Floodlit Fish so we can actually see what you're doing without having to turn the brightness and contrast on our monitors all the way up.
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BigBoct
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You don't really even need a "separate" glitchless run; you could do Match Race mode and have one player play with glitches and one play glitchless.
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BigBoct
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Have you given any consideration to submitting your testrun, Dooty? I'm no expert on DKC3, admittedly, but it looked optimized enough to meet site standards to me, aside from the new tricks you discovered in the course of making it.
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BigBoct
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While this was utterly hilarious, I don't think it held as much entertainment as FODA's current movie, for the reasons moozooh and nitrogenesis have stated. Meh vote.
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Anyone not paying attention to the news feed, new version of VBA-RR is out. http://tasvideos.org/forum/viewtopic.php?p=250863#250863
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BigBoct
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If you are going for entertainment, why does Sonic stop and do nothing in two stages?
The reasoning for this, if I understand it right, is to hold Chrome Gadget's elevator down to eliminate the wait for it, and then to prevent the destroyable blocks in Endless Mine from respawning. In both cases, it's sacrificing entertainment for time.
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When you get that message, it generally means that SNES9x-RR v1.51 was used; SNES9X-RR v1.43 cannot play movie files from v1.51.
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BigBoct
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Will watch tonight. Are you planning on submitting this?
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Post subject: Carrier Air Wing
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Carrier-Airwing is a fun horizonatal autoscrolling shoot-'em-up; it holds a special place in my heart as it's the only game of its' kind I have one-credited. (On actual arcade hardware, no less.) I think a good TAS would control both players; I've been doing some one-player play of it recently, and have been having trouble 100-killing the first few stages, which was never a problem for me on hardware. Additionally, two players adds more enemies, though I don't know just how much. Lastly in favor of a two-player run, there are some segments of Stage 2 where a single fighter is incapable of killing everything because of physical barriers. Each stage has a different model of special weapon you can purchase, and the power also varies depending on what fighter you pick. The F/A 18 Hornet is balanced between the power of air-to-air and air-to-ground specials, while the F-14 Tomcat gets more powerful air-to-air specials, and the A-6 Intruder gets more powerful air-to-ground weapons. Paradoxically, the A-6 also gets a more powerful version of the final stage's special weapon, the Super Shell, than the F-14, despite it being an air-to-air weapon. I don't recall if both players can pick the same fighter; I've never co-op'd the game that I can remember. Is there a multitracking Lua script for FinalBurnAlpha, or does it support multitracking natively? If so, I'll give this a go with two players as soon as a version with speed throttling re-enabled is out. Here is a longplay I found on Youtube. I haven't watched it yet, but the length seems unusual; I remember not taking more than about half an hour to reach the final stage on hardware, even considering I would typically fully dismantle every multi-component boss.
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BigBoct
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I saw Nitsuja's first S3&K run linked on the GameFAQs private board Life, the Universe, and Everything; upon further inspection, I saw the URL for TASVideos near the beginning of the video, and the rest is history.
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BigBoct
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This sounds like a really ambitious project; I'll follow your work as well. Any chance of a public beta of the engine with some demo maps?
ZeXr0 wrote:
Anyone knows a good way to capture the screen that is fast ? Camtasia isn't very good, neither is camstudio.
You could try FRAPS; I know some runners at SDA use it for PC runs.
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BigBoct
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Your latest WIP works on VBA 1.7.2+ v19.3, but causes v22 to crash. Any idea why this might be? Additionally, holy shit am I impressed. Keep up the good work!
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Oh. I thought you meant "subtitles" as in "explanations about what exactly is going on in this movie."
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BigBoct
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What subtitles are you guys talking about? I saw no reference to any subtitles until sgrunt's post on Page 2 asking if mmarks's encode had them.
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Post subject: Re: Dream Team Contest #3!
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Team 2) DarkKobold, adelikat, Cardboard, Tompa
Might as well give up now, nobody's beating this team. ;)
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BigBoct
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Nothing to be facepalming about; the foreground there obscures whether there's anything to kick off of, and in fact the spot where there starts being wall to kick off starts fairly high. Also found another wall-jump related timesaver, this time in Stage 4. http://dehacked.2y.net/microstorage.php/info/656600554/boct1584%20-%20mmpr-stage4timesaver.smv
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Playing around in ZSNES, I came across a timesaver at the moving platforms section of Stage 2. SMV: http://dehacked.2y.net/microstorage.php/info/1370481693/boct1584%20-%20MMPR-stage2timesaver.smv
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BigBoct
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Oh, okay. "Single players" implied to me "people who want to work by themselves."
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BigBoct
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I would like to work on a team; I have no preference as to with whom.
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BigBoct
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Aww, my vote disappeared when mmbossman split the thread. Anyway, as I said before, I've been following the WIPs since I got my computer back in early September, and I am damn impressed, so Yes vote.
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Off the top of my head, here's a list of what glitches are used where in marzojr's current submission.
  • Angel Island 1: Can't think of any
  • Angel Island 2: Switch glitch to skip the cutscene after the score tally
  • Hydrocity 1: Over-the-top; transition glitch to Hydrocity 2
  • Hydrocity 2: Wall-zip into horizontal underflow
  • Marble Garden 1: Wall-zip
  • Marble Garden 2: Over-the-top to wall-zip to horizontal underflow, fights the wrong boss
  • Carnival Night 1: Anti-gravity to wall-zip to horizontal underflow
  • Carnival Night 2: Lots of wall-zipping
  • Ice Cap: Anti-gravity to vertical wrapping abuse to wall-zipping to horizontal underflow, skips Act 1 boss entirely
  • Launch Base 1: Wall-zipping to horizontal underflow
  • Launch Base 2: Wall-zipping to horizontal underflow, glitches into Knuckles' route.
  • Mushroom Hill 1: Wall-zipping to horizontal underflow
  • Mushroom Hill 2: Regains control of Sonic during score tally for MH1, proceeds during it.
  • Flying Battery 1: Anti-gravity involving grabbing Tails and a bar at the same time, leads to horizontal underflow
  • Flying Battery 2: Same kind of anti-gravity as FB1, skips almost entire level (but not horizontal underflow)
  • Sandopolis 1: Horizontal underflow
  • Sandopolis 2: Vertical wrapping abuse, wall-zipping.
  • Lava Reef 1: Wall zipping
  • Lava Reef 2: Horizontal underflow, glitches into Knuckles' route to skip the boss
  • Hidden Palace: N/A
  • Sky Sanctuary: Vertical wrapping abuse
  • Death Egg 1: Wall zipping
  • Death Egg 2: Wall zipping
Almost every zone would be longer in a low-glitch or glitchless run, but I would argue in favor of "low-glitch" over "glitchless" because there are plenty of minor glitches that can be utilized, like the Knuckles/switch confusion in Angel Island.
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BigBoct
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That still leaves the question of what is considered "low-glitch," which is why I was making the lists.
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