Posts for Brandon


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Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
Personman wrote:
Brandon wrote:
Congrats Randil! I hope this means you'll have a lot of time for Startropics II Baby Moses now! :)
FTFY :D
I would work on improving Baby Moses, but Gens isn't working right now. So, me and Randil are going to try to shave a few minutes off of Startropics II. You can check the topic for more information, but I'll stop derailing this thread. I remember encoding an earlier version of this game. Nitrogenesis, you could easily fit your subtitles into the notepad if you just align it to the right and change the ypos. I think that'd look better. I really can't vote on this run as I have no idea what's going on, but I like improvements and I'm sure this one was a good one.
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
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Congrats Randil! I hope this means you'll have a lot of time for Startropics II now! :)
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
scaryice wrote:
If it's like the first game, you get more points for killing fewer enemies.
Really? I'd figure it'd be the opposite. I'm pretty sure I killed the same amount of enemies as Randil did. I'll review this. Edit: Well, I realized that I didn't kill the pig I would normally kill that I skip using Sonik's glitch. That said, it seems like the score is tallied slower when you have less points, or at least in this case. This explains where the 2 frames came from. Yay!
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
sgrunt wrote:
We're well into "no longer funny in any possible sense" territory with this frame war by now.
Speak for yourself; I laughed out loud quite a bit when I saw DarkKobold's reaction.
All the best, Brandon Evans
Brandon
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Joined: 11/21/2010
Posts: 913
Location: Tennessee
First cave completed. Stats: Me: 17343 Randil: 17427 Sami: 17742 So, I'm beating Randil by 84 frames and Sami by 399 frames. Not bad! I might attempt to navigate to Chapter 3 before crashing. Before I continue with that, I want to explain where this new 12 frame improvement to Randil's version came from. The most important one is in the boss fight: I jumped towards the boss before throwing an axe at it, allowing me to hit it earlier. In addition, I used the side of one of the skulls to get a subpixel boost like the one Randil uses in his jump glitch. It's a small improvement, but everything counts, right? The above improvement takes care of 11 frames. Where did the last one come from? Well, while navigating through the maze, for some reason, Randil's version is one frame slower than mine, just like in the scene where you have to jump from platform to platform. Clearly, I didn't employ any kind of new strategy, but yet the improvement exists. It is my theory that it might be more optimal to turn during some frames than others, and that there's probably a relation between the animation and this. As it would be pretty obnoxious to have to check this every time, I'm wondering if a script could be constructed that checks whether movement is optimal or not. If anyone has any ideas, I'd love to hear them. Alright, back to work. P.S. When I work on non-trivial public projects, I often monologue a lot. Get used to it. That said, if this triple post is out of order, then please let me know. I figure that this post is substantial enough to not be an edit. Edit: Navigated to the next cave. I really thought this would be the most trivial part of my TASing day, but to the contrary, it raises many questions.
  • Throughout this section, the difference between Randil and I's times fluctuate. Before this begins, it is 84, but it seems to go up after the points are tallied for some reason. In fact, I'd suspect that points would add time, but in this case, it seems to subtract it. If this is not the cause, it could be lag or inaccuracies in text navigation, though I figure Randil used the same script as I am for this section, so the latter wouldn't make sense. What caused this improvement, how do I maximize it, and how are points calculated anyway?
  • On the other side, at some point, the difference became 54, a whopping 30 frames less than it started. After some examination, I think I can safely attribute this to the filling of the half a heart I lost performing Sonik's enemy jump glitch. Sure, the glitch saved more than 30 frames, but this is still disconcerting. Is there any way I can recover that half a heart in the first level?
  • Again, somewhere before I made it to the gave, the difference became 56, improving my run by 2 additional frames. Why would this be? Unlike the other changes, this really doesn't seem to have a suspected culprit.
I'm hoping that Randil might be able to step up to the plate once more and help address these questions. Upon reviewing the remainder of his movie, I see that I am closer to completing the part he completed than I expected. With at least one use of the subpixel boost jump glitch available, I'm hoping to improve his movie by at least 2-3 seconds. Only time will tell...To see the latest version of my run, as always, please check out my Google Code Mercurial repository, linked several times above.
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
nitsuja wrote:
Brandon wrote:
I'm on Vista. I realize now that Sakugarne Treasure Adventure v 3 doesn't even work for me regularly right now.
Ah. Yeah, if your system can't run it normally, then it's unlikely to work inside Hourglass either. (Although if enough parts of the OS are reimplemented in Hourglass it might be possible eventually.)
I thank you for your help with this issue, and I know you have a lot of things to address, but did you happen to miss my latest post regarding a different game? The resulting screenshot is nothing short of bizarre, and I'm wondering what your thoughts on it are.
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
Acheron86 wrote:
the most helpful submission text in site history.
It really is. Until he told us otherwise, I totally thought he was cheating. Seriously though, welcome to the site, and please read up a little bit more on our standards before making a submission. Perhaps stop by our IRC channel and talk to some published players?
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
Yeah, it seems to run under those settings for me as well. That said, this is still far from perfect. For example, somehow loading a state causes this to happen: Furthermore, I got some kind of message when I wanted to load a state that was farther on in the game then I currently was at. That seemed odd to me. Should I assume states work very differently here? Instead of storing the actual state, does it just play back the input to that point or something? Even so, is this message really necessary? Update: I'm also often having issues with sound and controls. The only button that seems to be working for this game is the Enter button. So, I was able to get 600 frames into my run; I successfully told the game that I didn't want to configure my joypad!
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
I'm on Vista. I realize now that Sakugarne Treasure Adventure v 3 doesn't even work for me regularly right now. I tried with Lex's suggestion on a few other games, and they worked to some extent; saving / loading save states seem to lead to a crash. Let's ignore my awful old games and try a "good" Game Maker game: Hard Hat III (On this page). I tried running it on Hourglass, and it creates a small, white window that I can't do anything with. How is it working on your end? Not that I wasn't planning on doing this eventually, but I'm considering reformatting this to 7 shortly.
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
nitsuja wrote:
Brandon wrote:
I can't seem to get this to work at all with my old Game Maker games. Any thoughts?
Which games, exactly? If I can get them, I can try adding support for them (by fixing bugs or adding missing implementations).
Here are all of my old games (Don't look they suck). The only one I expect to have any success with is Sakugarne Treasure Adventure v3 as it doesn't use the mouse, but I tried many of these, and the best result I got was a window was created for some of them. The only two factors I can think of that might be getting in the way is the loading bar that comes up at the beginning of the program and the fact that I believe all of these are full screen. Let me know if you have any ideas / need any more information. All of these were made with Game Maker (Now a product of YoYo Games), all of them use DirectX, and none of them are cross platform. Thanks.
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
I can't seem to get this to work at all with my old Game Maker games. Any thoughts? Also, I'm sure everyone and their mother wants to try it, but I'd also be interested in IWBTG. We should form a team where each of us does a section and someone merges the parts together.
All the best, Brandon Evans
Brandon
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Joined: 11/21/2010
Posts: 913
Location: Tennessee
Aqfaq wrote:
Well done, NitroGenesis! Voting yes, of course.
Your positive attitude made me smile. :)
All the best, Brandon Evans
Post subject: Re: Mirrors
Brandon
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Joined: 11/21/2010
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Dacicus wrote:
Archive.org collection Archive.org download
The 512kb renders terribly in the flash player for some reason.
All the best, Brandon Evans
Brandon
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Joined: 11/21/2010
Posts: 913
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Alright, so I fixed that room and merged with the rest of the file. It worked out alright, but then I had a desync with the three bear fight. With some random input, I managed to get that back on track. Oddly enough, though, in the next room with the three pigs, the middle one starts in the wrong direction. I've tried to feed bad input for a while now to no avail. Perhaps someone has a better understanding of the luck manipulation here than me? If input is all it takes to fix this, a few key presses on TAS Edit will get this back to normal. Finally, I've decided it makes more sense to keep a public repository than to keep uploading these files. The main Startropics II file is the one that needs fixing, while the one that's labeled "Current" is the version I had before implementing this glitch. Let me know if you have any ideas. Edit: OK, so Randil explained to me that I either need to take the right path, or I have to forfeit some frames and take the left path to avoid the pigs. The right path ended up being more optimal in this case. That said, I've realized that my battles might not be perfectly optimal; jumps can be used to move while beginning to throw an axe. I'm going to try to redo the first room with the pigs and the bear fight. For all I know, I might be able to trim of enough so that I could take the left path without forfeiting frames. Once this is all settled, I'll continue running it with all of the strategies I've implemented so far. If you have any other ideas / glitches, please let me know, as I'd rather not rerun these rooms over and over again if it's possible to do otherwise. Edit 2: OK, the pigs are too small to jump and throw at, so the first fight isn't going to improved that way. In the case of the other bear fight, I've tried several times and failed. If I was jumping towards the first bear I was hitting, this strategy would work, but that is not the case. As such, I'm just going to continue by using this technique on the next bear fight. Some might call what I'm doing slow an drawn out. I call it precision. :) Edit 3: It was a good idea, but the problem is that usually, jumping forward in order to attack earlier will also get me so close that the bear will eventually be able to attack me. I'll see if I can apply is elsewhere, but as of right now, I am tied with Randil in that room.
All the best, Brandon Evans
Brandon
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Joined: 11/21/2010
Posts: 913
Location: Tennessee
Derakon wrote:
Sonikkustar wrote:
Voting No because of a trick that could save 2 minutes off this run.
That being, turning it off and going to play something else?
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
...Well then, it seems like I have to redo at least that room!
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
We need some clear cut difference between stars and moons. I support using moons to point out runs that either did something that no other TAS has done before, or that found a major breakthrough for a particular game (The first Super Mario Bros run to do the flag pole glitch possibly being an example). Unlike stars, moons shouldn't be passed on through obsoleting unless the new movie does something vastly different that would constitute its own moon. Just my two cents.
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
Alright, I'll reproduce the issue and PM you it then. I rarely don't post these things publicly, but it's not developed enough for me to want to show anyone that I don't have to. Also, do you think you could point out some places in which you think the jump boost would work? I wanted to do it to bypass this whole scene, but it doesn't seem like I have the right block formation to do it. Edit: Never mind. I'm not sure what happened, but now it works properly. Thanks anyway. My other question still stands.
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
OK, I think I need some more insight on the movement system before I go any further. In the room around 10400 frames, I do exactly what Randil does, but it results in me ending a frame later. I think for some reason that my movement is delayed by one frame when I jump on the last part. What could the possible cause of this be?
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
Publishing soon.
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
Thanks Randil. I will check that out shortly. I'm currently two and a half minutes in, meaning I got to the first action scene in the same exact time as Randil. That said, I found one interesting discovery that I implemented: you can select the second save slot without losing time. In fact, the screen blackens faster if you do it that way. Sadly, for some reason that is beyond me, the game starts on the same frame regardless. Oh well, I'm keeping this in. I figured out how to do the pig glitch, and I think it'd really help with the downtime, plus the stunned jumping thing is cool too. That said, I'm not sure how the long jump glitch works. Could you explain Randil? I want to use that whenever possible as to improve your run. I'll try to continue this tomorrow. Goodnight.
All the best, Brandon Evans
Brandon
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Editor, Experienced Forum User, Published Author, Player (190)
Joined: 11/21/2010
Posts: 913
Location: Tennessee
Perhaps a moderator should probably merge these topics in some way. Randil, I will check your work out at some point, and possibly will use it as a model, but I'm probably going to redo it from scratch. Do you have any helpful scripts for this like you did for Bugs Bunny? :)
All the best, Brandon Evans
Post subject: Startropics II
Brandon
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Joined: 11/21/2010
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Location: Tennessee
This run is begging for an improvement. I used to play the game a lot when I was younger, and I definitely think I should go for it. Has anyone else made any attempts?
All the best, Brandon Evans
Brandon
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Joined: 11/21/2010
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Do you want to give uploading to archive.org / creating a torrent a try? I could do both, but if you want to try doing publisher things, those are two of them. Also, I think it's preferred to use .mp4 for SDs. Lastly, from now on, try to create your own 512kb file for your SD encodes. I'll publish shortly depending on your response.
All the best, Brandon Evans
Brandon
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Joined: 11/21/2010
Posts: 913
Location: Tennessee
What about a Luigi version run of SNES Lost Levels? I figure it'd be as useful as the original Luigi version.
All the best, Brandon Evans
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