Posts for Comicalflop


Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
ya in the submitting guidelines they should create examples of what you type, and what comes out for the formatting stuff... took me about 20ish edits to get my submission text right... Mukki editing the submission text would be a good thing to do
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
yep 100%, for the reason that you stated.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Most likely his initials
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Topsail Trouble 2 frames saved Now to see if this 10 frame overall gain amounts to anything beneficial Hm encountering problems... the range is 7226-7244 (any later and I'd seriously be losing frames to Arne's) and I found only 1 1,1,1,1 sequence, frame 7232. However, both eggs #3 and 4 bounce. Arg. I could jump on both from above, but I believe that would waste a few frames bouncing from above both times, and the 10 frame gain I think would be overcome because I'd have to wait 6 frames (which gains 2 frames), and then I'd only be starting the battle with a 12 frame lead which would be overcome by that. Well, so much for that frame saving spree I was on. IF Arne is not working on this and IF I cannot get this boss to work well, would it be acceptable to take Arne's WIP at the end of Crocodile Cauldron and continue from there? (50 bonus points to anyone who can get confirmation from Arne if he's still doing this.)
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Lockjaw's Locker No frames gained/lost I tried the method I got in V9, but could not get it to save as many frames as I had gained in V9. I tried all sorts of methods, and got it to be exactly the same frame count as Arne's, which is good because initially I lost 6.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
And another 3 frames saved in Mainbrace Mayhem Mainbrace Mayhem 3 frames saved I'm wondering though, since I'm currently 7 frames ahead, what'll happen once Krow is reached... my initial thought was selecting Stereo sound was slower by a few frames and that I'd still be able to select Krow's Nest on Arne's perfect frame since he had to wait 8 frames anyway, but now that I'm ahead will overall time not be saved if I have to wait for that frame anyways or will a similarly fast perfect frame be found? I'll know when I get there I guess Edit: Krow Luck manipulation works in batches, in that once a 1-1-1-1 sequence is found, most of the frames around that have the same sequence, but the eggs fall in different locatioons/fall at different arcs. Hopefully the first possible frame Arne could've entered is the middle of such a "batch" and not the beginning. optimizations of 2 more levels and we'll see.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I still have no idea if Arne is working on any% or not, but once again I tried making my own any% from scratch and came up with 4 frames faster than Arne in the first level. Pirate Panic 4 frames saved And that's even with stereo sound selected. The very extremely minute differences are: selected stereo sound, but chose file 3 to save 2 frames at the very beginning, rolled through the rat 2 frames earlier altered how I did the team throw to get to the warp in the warp itself, jumped instead of double rolled to save 6 frames, because there is a loading point before the door where you walk slowly, and you can jump over that loading point and save a few frames by just landing inside the door
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
VANDAL wrote:
Sometimes it looks as if you bump into a platform before jumping up to it, it would have probably been better walk a little further or wait a little bit before doing a long jump or regular jump.
As stated in the submission, this is an intended glitch to save time to prepare for a higher jump.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'd like to be the first to vote, the first to post, and the first to say great job on bringing a good/much needed N64 submission to the website. I at first was skeptic whether this gecko could make a good TAS, but the fast paced action, bouncing around, and adorable suits that he wore won me over. Good execution, good planning, very nice precision, and excellent finished time of a seemingly long and difficult N64 game.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Very nice. I watched the first 82% and liked it, so of course you'll be getting a yes vote from me. Makes me wish I had made a savestate so I can see the end. I particularly liked how well this game was played, it was quite fast and while the sound of bouncing gets a teensy bit irritating it's still very fast paced, Mario-esque bouncing around and definetly cute with the many suits. And of course, another N64 submission, of which we need more of.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I bet a program can be used to calculate the future outcomes of all the balls bouncing around... I've seen in movies many trick shots, there has to be a method for calculating this stuff to make redicilously awesome shots possible with fewest amount of shots. Maybe a rerecording program that tests the outcomes of different angles/strength in shot, similar to the Bisqbot used for Megaman.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Yeah deleting that file made it work, strange... I wonder if deleting this file or changing it with settings will fix desynchs in general... nice improvement btw
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
OgreSlayeR wrote:
It seems to desync for me atleast if I have a save for the game in the save folder, so just delete it if it desyncs. Wonder why it's doing that though...
I'm not sure I quite understand this... explain?
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
yeah, that was done in like less than a minute.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Agh I cannot use the SDA strategy, the zealots do not move the enemies away as much as I'd like and as a result there are no spaces for Zeratul to squeeze through. The fastest way (I've tested a lot of different options) is to go down and around them, it is unfortunate but this is only a test run. This is why I hate non battle missions... I'll grin and bear it, and see if I can finish the level. Dios mio this is difficult... aaaaaannnnnd desynch #1. garrrr.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Alrighty good to know. Just started PBW01, it's definetly different controls, and the entire mission is going to just be moving Zeratul around so it's not quite interesting yet The move button does wonders in these cases, the units don't always move in straight lines but if the area you click them to move is a straight path from their current position to destination, in most cases they themselves create the shortest possible path that that unit could take. So it may look like they're not walking straight but they calculate for themselves when to turn and go sideways to reach the path the shortest way. You could in theory make them really move straight by clicking a few inches away from them constanlty, but this causes more prblems than it solves and does not actually get the desired effect (plus it makes the sound the units make when receiving a command quite annoying.) Just got to the first big battle, the SDA Strategy is the best to lure all the monsters away
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I found it, it's one of the C buttons. The PC version left click is attack, and I always had played never needing the move button since attack moved the units anyways. Now that I'm doing speedruns then needing move becomes essential. I've found many FAQs that I'm researching, I've downloaded the SDA runs, I'm about ready to start. I just need to make a test run of the first mission. Edit: Just configured Move to one of the easy buttons on my gamepad, and there is way less stopping to get enemies. I just need to multitask by moving the enemies away and have Zeratul not touch anything, like in the SDA run.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Just watched it, you've nailed the style. That's exactly how both this and starcraft should look. You came out with this test run pretty quick, how easy is it to make TASes like this? And was the analog stick hard to control?
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
One itty bitty problem I've encountered thus far is all units' penchant for attacking enemies that are in the way. This is going to be most frustrating when trying to get one unit somewhere- I'm going to have to move that unit way out of the way to go around enemies, because by pressing attack to go somewhere he'll attack whatever is in his way, and once an enemy is in melee range it wastest an incredible amoutn of time to make him leave, because he/she wants to keep fighting. I thin there's a button to make the unit move, since B is attack and that's what I've been using so I'll try to find the move button and see if that fixes things.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Likewise, I'll try to get some testing for starcraft as well, and we can compare to see if there are any similarities in TASing these two games.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
The N64 has the analog stick which is very hard to control in real time. In Frame Advance at full tilt it's hard to control as well, but GUI should fix that. I can't wait to start working on this, the first mission is going to be boring but the whole run looks very promising.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
alright, I'll refine it later right now I need to go to dreamy land
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
so this all seemed like a good idea at 1 O'clock in the morning... if ppl want the list removed that's fine by me, I just thought it'd be very helpful. Plus I had nothing else to do.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Not so much my wishlist but a big list of potential games to TAS. It is true I have not played most of these games, but odds are anyone browsing through is gonna see at least one they recognize, and the hope is someone will get inspiration and attempt a TAS of one on this list.
Homepage ☣ Retired