Posts for Cephla


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It's locked behind completing the preceding world like all the others which, in this case, requires beating the main story
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Thanks to LGR pointing out a spot for improvement, I went ahead and saved 5 frames at the end of level 2 https://tasvideos.org/UserFiles/Info/638405033601703225
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Sorry, I completely forgot about the input to reach the credits. That's absolutely fine to add
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I'm fairly sure I did try it out but must have accidentally deleted all the ghost work and forgotten about it lol. I'll for sure start implementing it and probably take the time to fully optimise the run with ghost strats but it may be a while before that happens
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ThunderAxe31 wrote:
By the way, I noticed that you don't clear the last dialogue to get to the credits. Would you like to include those?
Credits work too and may make more sense for viewers. I didn't choose to include them as finishing on Time! can also be a suitable ending. But sure, feel free to include credits
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It might be best just in case. However, it was said in the 1.6 patch notes that 'this will be the last revision as all the bugs that a casual gamer will likely encounter have been squashed' so the chances of receiving any new content are extremely low.
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https://tasvideos.org/UserFiles/Info/638232040648189420 It is done. Resyncing the levels wasn't as bad as I anticipated though there were a few I ended up redoing entirely. Unfortunately, there was probably a net loss of time due to something I can't work out but I want to blame it on lag. There will also be a handful of spots that could use ghost routing to save one space but this would only really save 3-6 frames at a time for what I can guess would be about 20 frames improvement total but I'm happy with the result here
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I haven't really had a chance to work on it yet. So far, I've just got some brief notes on what can be improved where. Hopefully, it'll be done by the end of the week when I have time to properly sit down and work in as many optimisations I can think of
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Thanks for finding these much-needed route improvements alyosha. I've started implementing the second improvement but it might be a wait before I post anything final since I'm busy with other stuff.
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https://tasvideos.org/UserFiles/Info/638227877963196274 Thought I caught it before submitting but apparently not. Saved 55 frames with a slightly faster end level
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Sorry, only just seeing these posts somehow. Is there a list of all words available in this version, because it seems like there is but I can't seem to find one. I'd quite like to try out all words even if it is going to be a stupidly long run
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I started working on a deathless route recently and this is what I've got so far: [red] Get jump [orange] Get bounce [yellow] Get pipe [green] Get the ruby then spin dash [light blue] Get squish [dark blue] Get ruby at bottom of map then sticky [purple] Get ruby in upper left then middle top. Get ruby bottom left then the one a couple screens above. Finish on ruby near jump. The main goal of the route is to get dash, spin and sticky for zipping as soon as possible, much like the any% route and I think this route is fairly similar to it. I do think this can be improved a bit. Perhaps missing some of the earlier rubies for later would be better or maybe even the opposite: getting some of the rubies lower down on the map earlier before getting sticky. I'll start working on a draft now
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I'd like to add a comedic tone to this post but I don't seem to have that ability so here are my thoughts on this incredibly important matter: So, I do think that this game does deserve a publication, after all it does fit all the requirements for a publishable game now (somehow). However, the only only issue I do have is what the publishable branch is, as I don't think any% and 100% can both exist. For me, any% is defined as beating the game which is no surprise. But 'beating the game' usually means getting to an endpoint where completing any more of the game requires backtracking and going back before the endpoint unless there is a post-game section which I guess the other 15 dinosaurs could be defined as. Unless the branch name is redone to 'one dinosaur', I could see this as publishable but it's a bit of an arbitrary goal. Colouring all dinosaurs, on the other hand fits my definition of any% as the game has been beaten and playing any more of it requires backtracking and recolouring the dinosaurs. Overall, I think it's indisputable that this legendary game can finally be published, it's just how branches are managed which are more about personal perception, at least that's what it feels like to me.
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World 6 onwards is post-game bonus content, this TAS just beats the main story. imo a submission that also beats the post-game content should be its own branch but that should be up to the judge.
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CoolKirby wrote:
A bit strange to have a speed-entertainment tradeoff in a run this short and hard to follow, but it shouldn't stop it from being published. No vote for entertainment though.
If you're referring to the using the backspace to get to Y, it takes the exact same amount of time as just moving the hand to the right. I worded that badly, I'll change it
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https://tasvideos.org/UserFiles/Info/638172296229815578 Saved 7 frames by jumping and walking across the water after getting the hat. Pausing while above water prevents Mona from falling into the water and this can be infinitely abused, meaning the second elevator can be skipped.
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DrD2k9 wrote:
I was able to copy/paste inputs to complete multiple loops, but I have not been able to determine if the looping ever ends or how to reach the "real" kill screen.
How many loops roughly did you try? I got to around 90k frames (7 or 8 loops) with no "real" kill screen in sight. Because of the way the transition screens are written, with the entire theme of the game being about replaying the exact same game over and over, I do have a slight feeling this is a joke and there isn't an ultimate kill screen. However, that's not to say there isn't a legitimate way to crash the game by playing enough loops, though I'm not familiar enough with the technicalities of kill screens to be able to guess confidently
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feos wrote:
So I wanted to replace the submission with User movie #638138088715807082, but I compared it to the RTA record that includes that level, and some fights in that human run are quicker than in this submission. What could be the reason?
While testing out different languages, I did notice there was a great variation in the enemy patterns. In fact, I couldn't win the fight while playing in english. There didn't seem to be a way to manipulate the enemy patterns from within the fight or from outside. There likely is a way but I was unable to find one, though I do suspect it has something to do with the frame the fight is loaded in on.
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https://tasvideos.org/UserFiles/Info/638153314364640163 Thanks for suggesting that. It ended up saving 4 frames then I found another 11 frames of improvement in the following level
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https://tasvideos.org/UserFiles/Info/638151929780573148 can't guarantee it's perfect due to the sheer amount of lag but this was the best I could do
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The updated version of the game, at a first glance, has added in between screens, added health for some enemies and some other minor things. The first desync that wasn't caused by extra non-gameplay screens was at the very first screen with the bride where I saved something like 10 frames. I'm currently up to underground section of the first level though, nothing besides enemy health seems to have changed so far. The 'warp glitch' is also not present anymore and I have contacted the dev and am awaiting an answer edit: another difference seems to be a severe increase in lag, especially towards the end, making this game incredibly unpleasant to TAS and watch
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You need to unzip the folder and the input file is inside it
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ViGadeomes wrote:
On your new movie, you are able to remove 4 frames at the end to finish the level the fastest or remove 5 frames to finish inputs the fastest, what do you prefer ?
Fastest input for sure please
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I did manage to improve level 2 by that frame, however I ended up losing a frame, probably to lag, in another level so it didn't save time overall in the end
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https://tasvideos.org/UserFiles/Info/638140658465792572 Thanks for suggesting that. I had initially tried going up the right but it ended up slower because I think I started jumping after getting to the right side. This ended up saving either 12 or 13 frames in the end and then there were further timesaves/losses in level 18 and 20 for a total timesave of 21f