Posts for Bisqwit


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antd wrote:
The topic title says "famous", Bisqwit.
They are very well known to their respective circles. For example, within those christians in Finland who regularly go to a church/congregation, there is probably no one who does not know about ICEJ. Who gets to decide which circles are relevant and which are not? For the record, the only names that I recognized from what everyone said so far in this thread, were Uri Geller and Children of Bodom, and I know of the movie Back to the Future. The cellist that Truncated mentioned is pretty much unknown to anyone who is not a classical music enthusiasist. Sorry about posting. I'll try to avoid that mistake in the future.
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I have been the chauffeur and interpreter for Merla & Merv Watson during their visit in Finland. Merla & Merv are the couple who began and founded the International Christian Embassy in Jerusalem (ICEJ), which among other things is responsible for gathering thousands of people yearly from the nations to celebrate the Feast of Tabernacles in Jerusalem, Israel. I have also been in a similar role to Edward Chumney, the founder of Hebraic Heritage Ministries International, author of the book "The Seven Festivals of the Messiah", a hebraic roots of Christianity teacher who has been the primary mentor to many of the world's most renowned restoration teachers today, such as Brad Scott, Bill Cloud, and Rico Cortes.
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I can honestly not see what makes this such an anticipated TAS. Sure this game presents an optimization problem -- how to navigate a maze in the fastest manner... But it gets boring after some manner of time. Undoubtedly the movie presents a style of play that is really difficult for an unassisted speedrunner -- things often go a little too fast in this run to even think --, which may appeal to people who have played this game though.
Post subject: Re: Super Mario 64 speedrun
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antarnic wrote:
I found a speedrun of Super Mario 64 and 74, I don't know if he used a TAS, what do you think? https://www.youtube.com/watch?v=2NSg3rr633w
It isn't top quality in terms of TAS accuracy, but it is impossible to prove that he didn't use TAS features (rerecording, slowdown). My guess is on the TAS side. Unrelated, but it also includes video edits (cutting between levels).
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WST wrote:
https://github.com/Herzult/SimplePHPEasyPlus
Looks like someone managed to translate enterprise java into php... When were the "namespace" and "use" words introduced in php? I have not seen them before... And I've only been out from PHP programming for less than a year.
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Patashu wrote:
What a dastardly captcha :)
Thanks for the feedback! It may be nicer than the previous version: (click & reload to get different ones)
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My favourite part was using a chainsaw to deal with anterior pelage.
Post subject: Re: Convert SMV files to MKV
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Just be sure it's a SNES9x movie file (SMV) that you are dealing with, not e.g. Streaming Mobile Video or something completely other.
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For the record, people with aspergers are notoriously bad at picking up on sarcasm. Please be considerate, even though I realize the urge to be asshats is almost impossible to resist.
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Watched it, enjoyed it; then watched a Let's-Play, and watched the TAS again. Enjoyed it again. Yes vote.
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mtvf1 wrote:
Have anybady watched this tas? http://www.youtube.com/watch?v=AV8lQJA-r-w
I have now! Wow. I didn't think Battle City could be that entertaining.
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Baxter wrote:
After quite a long time, I made a new map. It's a 2 player map involving buttons and fizzlers: link
Warp and I just spent an hour trying to solve this, but we haven't figured it out yet. Warp's Internet connection just failed for a bit, so we will have to start over... EDIT: After that, another hour, and we solved it, but not the intended way: It involved a lucky throw.
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That was a disappointingly small difference in score to the fastest TAS. However, as a concept I would recommend this as a publication for the Vault, once the author figures out the deal with stage 5 and has verified whether it helps achieving a better result.
Post subject: Re: Four shmups, one input
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Nice. I once started a WIP on beating Gradius and Life Force on the same input, but I got only a few minutes done before I lost interest. Fun fact: The function of A and B buttons are reversed between Gradius and Life Force. The button that fires the weapons, activates the selected powerup in the other game, and vice versa. This poses some challenge into trying to have the same level of speed upgrades in both games.
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Margen67 wrote:
Test Chamber Zero This is my second test chamber.
Not bad. Did I do it right? http://bisqwit.iki.fi/kala/ptal2/lch0.dem [ Video: http://youtu.be/u3aHjQ6Q18o ] -----
sack_bot wrote:
laser gell. is a map. that i made http://steamcommunity.com/sharedfiles/filedetails/?id=119738021
Wow, that one is horrible. Here's my blind playthrough of it, until the moment where I quit in frustration because the map just didn't work, compounded by its tediousness. Encoded in superduper widescreen resolution. -----
skychase wrote:
I tried the editor yesterday, two maps. ^^ http://steamcommunity.com/id/skychase2rebirth/myworkshopfiles
I tried these. 1. http://bisqwit.iki.fi/kala/ptal2/s2r1.zip I had to resort to noclip for scouting around at one point because I was rather stumped. My solution still did not involve noclip. 2. http://bisqwit.iki.fi/kala/ptal2/s2r2.zip This chamber left me stuck in the end with only possibility to reload the level. Bad design. I did complete it on the second try. There was also the issue that your map rather depends on a high resolution screen. I was playing at 1280x720, and it was difficult to aim. 3. http://bisqwit.iki.fi/kala/ptal2/s2r3.zip Methinks your chambers have too much "guess where something happened" to them. I could not even figure this one out. P.S. How do you insert multiple large observation rooms in a single puzzle level? Do you aftertouch the map with Hammer?
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Not only do I hate "bad ending" / "fastest gameover"movies in general, but this wasn't even optimized. They did it faster live in SDA Marathon. Obvious no vote.
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I think this video deserves a honorary mention at least, even if it's not "published".
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I find it fascinating that it actually syncs through all those iterations. That takes some doing, the lag-resistance that is.
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This was... kind of anticlimactic. A good example of luck manipulation, though.
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Love the long ending.
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I have now watched this submission's video about 3.14 times. So there's that.
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Voted yes for replacing the pony version. This run managed to surprise me with how fast it went into action, and then again how much behavior seemingly was extracted from what was practically nothing. There was no gargantuan bootloader that is first uploaded in a most boring manner.
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sack_bot wrote:
i found this skip in Oscillation
Ahaha. Well done :-) Not the correct solution, but clever enough that I'm torn whether I should "fix" it or not. EDIT: Did end up fixing it. It opened an opportunity for an actual intuitivity improvement in the map's design.
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Thank you John11! I have no idea when I have accidentally added that one portalable surface right next to the exit door, but rest assured, that was not supposed to be there! I will have to fix it ASAP. In fact, I already released the fixed version. For the Unpoignant Drop series: - Your first solution to the first one was different than what I planned, but a nice solution nonetheless. The second solution was the "right" one. - Your first solution to the second one was also different than what I planned, but a nice solution nonetheless. I think my "intended" solution was a bit contrived. - What you did in the end was the correct solution to the final part. It incidentally also applies to each of the previous ones, which is why I require the player to solve these in a sequence. Previously, these were separate tests, and someone solved them in opposite order, ruining the effect for 2/3 of them. In sum, you solved each section correctly. :-) In the Orientor, you got an A/V desync. You began with the difficult, luck-dependent solutions, but in the end, you found the correct solution. EDIT: I deleted Just a Drop and reuploaded it. It seemed to solve the problem. I have no idea what was the cause of the non-download problem.
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I created two new ones a few days ago. Just a Drop: A minimalist map. Oscillation: Two cubes, some lasers, and a track platform. EDIT: Third one: Trap Door: This one is rather unorthodox. You will need to use a certain glitch. And a few previous ones that I don't think I have posted yet: (Cooperative) Objective: You need cooperation and wits. This is my favourite. The Orientor: It's simple. Just do what you have to do. There is a simple solution and a difficult one. Unpoignant Drop Combo: Three successively more difficult fling challenges in one. Blue Lore: Another minimalist puzzle. (Cooperative) Synchronized Flinging: Like most of my puzzles, this one does not involve difficult maneuvers, but it is very difficult to solve, because the players essentially must think as one. In one or more of the maps involving out-of-box thinking, I try to train the player with the concepts involved in the map with easy puzzles before going forward with the hard puzzles. If you try solving my puzzles, I would appreciate demo files / video recordings of your progress from begin to end!