Posts for Cooljay


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Cooljay
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Knowing how lengthy these 80's text based adventure games can take. This is pretty extraordinary. The technical planning is well thought for it. Entertainment wise there wasn't much time to offer anything, but it's more comprehensible than Deign's Clue TAS. Therefore I am voting yes as well.
Cooljay
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Tell them you use Linux or Apple. If they claim they are Microsoft Support, then they wouldn't be of much help with a different OS :P
Cooljay
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Congrats Nach on eating GameNetworkOnline and his channel. http://www.youtube.com/user/GameNetworkOnline/ As for the run it's very well done. Yes vote. So many batteries and continues I had to use to beat this game on that powerbrick. Nice to see my childhood demolished lol.
Cooljay
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lol they are marketing it to average joe families. This is better suited for the veteran computer users that used to program in QBasic or know their way around Dos.
Cooljay
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Dooty wrote:
No, the TAS was not but I am too old for this... I did a test run and sent it to him, but it was completely ignored, or so I think it was... anyways, I improved this run and it's now 04:24.88 faster (15893 frames). Cooljay, If you're still working on this run and if you have not received my PM, please let me know. (this is not the place to discuss improvements, but there's no other topic about this game, sorry)
Sorry about that I should've clarified that I did get it. I was just planning on trying to get to where you left off instead as a milestone. However Instead I faced some trouble of behind frames behind. Where I am 3008 frames at the first pipe in the middle however Dooty is on the first red platform at the same amount.
Cooljay
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Nach can't be a robot. Robots are predictable and have a master.
Cooljay
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Joined: 5/1/2012
Posts: 468
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Cooljay
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Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
TrenchAce wrote:
Plus, I've personally submitted Top Gun NES in the past (under a different gamertag), so I can't talk about boring runs :)
http://tasvideos.org/2721S.html I take it this would be yours ?
Cooljay
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Dooty wrote:
I know I already said it doesn't matter what methods a TASer uses to create his runs, but neglecting the use of Frame Advance on the menus is something hard to overlook. There are few places to improve on the run too, like when you jump on those ladders; sometimes you fall a little before grabbing, timing your jumps surely would improve that. My advice is for you to redo the run if you really want it to have real chances of being published(I mean, stay published for a long time...), but that's up to you and if you do accept it, then good luck!
I assure you it's not the end of this TAS rejected or not. I do plan to make an improvement regardless with sticky floors being a new light to my eye.
Cooljay
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NitroGenesis wrote:
He hasn't submitted the run, so I'm curious where you got that information from.
Oops I thought he was talking about Phil's sorry Edit: Didn't notice there was another encode above his post.
Cooljay
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XkyRauh wrote:
You got 600 points for a bullseye on your very first shot, but then no other shot was higher than 400. What gives?
It's says in his submission text he wanted to get exactly 5800 for all tries
Cooljay
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hegyak wrote:
This TAS will be done Soon* *Valve Time
After 9 years of development Hopefully it's well worth the weight
Cooljay
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One reason why I feel mobile game very well is taking more interest in consoles. The fact that in more recent years the US/Canadian Governments have decided not to give tax breaks to video game companies anymore. Alongside the costly "next gen" engine licensing. With mobile games, the dirt cheap engines which used to be expsensive very well make up for the government's nasty tax dips.
Cooljay
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Yes I was referring to the AAA title developers sorry. Regarding games today overall. What I feel is missing from the earlier 3D game days is that the gameplay was really drawn and planned out to a 2D design of a map/level. They thought well about how to add gameplay elements that fit in theme Nowadays with levels they get these ridiculously huge areas that take forever to get through with not much of gameplay interest in it. Another thing I do miss is the cool stylized handpainted textures of the XBOX/PS2 days. I wish there was more of it in modern games over photosourcing
Cooljay
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moozooh wrote:
Your point being?..
That despite them wanting to make the best car or fire hydrant or any asset in the game. Get really artistic. They have a quota of a certain amount things to make in a short amount of time. If everything was original for so many objects it would take 20 years for a said game to come out. If they don't get bankrupt first or massive lag.
Cooljay
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Do you really think some artist who has to make 16 cars in 2 weeks will want to add everything detailed like the underside, the glove compartment, The wiring below the dashboard and steering wheel, detail under the seat. All with custom textures and personal designs These people have to work smart not just hard. They won't waste time on trivial stuff that might not even be seen. Not to mention everything they'll make will be low poly or simple shapes. They'll repeat or fake if they can. I'm sure they would love to let their hair down and get crazy with their work, but they do have a quota to meet.
Cooljay
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feos wrote:
It's very well possible that this games take account friction on certain surfaces.
This just CAN NOT be the case. My first guess it depends on the speed, like, when you do several jumps in a row, you don't slow down starting walking. But you do after only one jump. I could test it I think. Anyway, if constrant jumping is faster because it cancels these stops, it's nothing wrong to constant jump. If my testings would proove the measure of improvableness of this run I'm guessing it has, I will vote No. Otherwise I'll vote Meh, because this is a fantastic game to master basic tas techniques and you don't seem to do it.
After checking out what you said regarding your theory. On certain surfaces no matter how many times I jump my velocity gets reset like an invisible wall just stops him in mid air. I even checked before redoing the beginning of just going to the first mission by bouncing, and it was slower than walking in the making of this TAS. What I am more hopeful for improveableness if there is a way to get out of bounds of the map with clipping glitches without being stopped by an invisible wall.
Cooljay
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NitroGenesis wrote:
Also hurry up and redo Spawn :(
Don't worry I haven't forgot about it
Cooljay
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Truncated wrote:
Some questions/observations for you Cooljay: When you end the game, you have 13x6 rounds of ammo left. Without knowing too much about the game, it seems that you could have used this to gain time. Quite a few times, you jump over enemies you could have killed instead, which loses time due to the stop after a jump. Additionally, you often jump when you shoot to double-shoot, seemingly to conserve ammo, which again loses time on the landing. And finally, you take a lot of damage from enemies it looked like you could have killed instead, and you are forced to take detours to pick up extra health.
It was an error on my part mainly from taking the previous feedback on my old runs that I was killing too many enemies and that I should jump over them. As for double shooting I do it mainly because some goons take 2 hits to kill, and they are way too close to me. Once I hit one they run towards me to damage me. Other times I kill them, because in the future they end up shooting at me running away forcing to duck. I try to do it only when I have to or can place it in a moment where I have to jump anyways. For everything else run and gun is the preferred option. Regarding damage intake. Most of them were from enemies who had 2 HP (Flamethrower, Bazooka, Machine Gunner) and were fairly close. I could've double shot them, but I would've had to stop and run anyways. Other times I did it, so I don't have to duck under endless amounts of machine gun bullets.
Cooljay
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Nicos wrote:
i had to press Y to get to the credits
If you wait long enough it will go to them on their own actually.
Cooljay
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feos wrote:
Watched the first level so far. Sometimes you make several full speed jumps and then walk with no delay at the same speed, but sometimes you get stopped if you start walking after these fast jump. What's the difference? These stops kill the pace badly. Also, is the jump height fixed? You seem to stop moving while jumping on floating platforms, if the second jump is too high to hit the edge of the platform. EDIT: Water sections. Sometimes you were swimming, sometimes you were frequently jumping out of the water to increase the speed being in midair. There also was a place where you almost filtered out of the pipe:
From what I tested on this problem. It's very well possible that this games take account friction on certain surfaces. Probably why the game physics stop and sometimes not. No matter how high or low I jump on certain areas. It will either stop or keep going. The jump height is fixed to some extent on how far up it will go just on the tap or hold. Most of the time the stopping mid air on few frames is either there is an enemy on the platform, Want to land on a specific spot to jump off from, or avoid slipping off. Yes that was a clipping glitch I left in the run. There is another one you can do on the wall at the end of the walkway you jump off from. Problem is there was invisible collision though.
Cooljay
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FractalFusion wrote:
I was hoping that more shots could be used, since it seems like shooting stuff seems faster than trying to avoid them. At a few points, it looks like you missed shots (extra bullets flying across the screen). Was there a reason for that? In the first level, it looks like you could just walk up the black slopes instead of climbing the ropes. Is there a reason you couldn't just walk up the slopes? Also, if it is possible, maybe kill off the first character to get to the second one (with full health) instead of switching him after the first level? Anyway, I like this version a lot better than the previous one. I tend to be in an optimization mood though, so I try to think of things that could make it faster. I wish that your character wasn't forced to stop and go so often.
To answer your questions -The missed shots are mainly from the glitch of just firing and jumping. The player will always take another shot. It's not a miss on my account, but rather just jumping as soon as possible. -Yes those black slopes. They have a big collision box. No matter how high jump I get pushed back -You can, but it takes equal length for it to load, and takes you back to the beginning of the level
Cooljay
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Priam wrote:
For a SNES game, this had the strongest NES design sensibilities I've ever seen, at least visually speaking. This game is....not good. There are so many enemies, and so few things you can do with them. Inevitably, the run becomes boring, and I don't think there's much that can be done about that given the game choice. That out of the way, I have some questions about the run. In the first Mission, you jump--a lot--in places that seem like odd choices for jumping. The hanging-pole-traversing sections spring to mind. Is it really faster to keep jumping and having your x-velocity constantly reset than traversing it "normally?" I also saw a couple parts in the sewer-pipes section of the second Mission that looked like there was some loss due to lack of precision; some of the parts where you were on the water's surface but the biggest question mark was where the pipes rose up and to the left, and you took the fork that went down and left; looked like the jump could have been better executed for gain. Maybe I missed something there. The first boss was odd too; you seem to be able to fire even while on the ground (at least as Danny Glover, maybe Mel Gibson can't do it as well?), and it looked like that might have helped make the boss die faster. Again, I can't be sure without testing, but it looked like another place where jumping was unnecessary and possibly detrimental. Still might be wrong on this one too. Even if these things are justified, I don't think this run lives up to the site's creed of creating interesting, striking, or spectacular videos of gameplay. I started yawning while fast-forwarding. That's a No vote from me.
First off Jumping across the ropes is actually faster than climbing across. I have tested to see which was faster. Secondly the boss thing is a glitch I'm abusing where I can take two shots at a time by jumping at the very last frames on the ground essentially it is faster than waiting for the one shot to cool off. I guess it's as fast as I could get other than some minor things, but like you said bad game choice. Still a shame that even with all the cool glitches I found for this game. It's just not enough
Cooljay
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I didn't really like this one sorry. Too many repeated regular Shang Tsung combos, glitches were varied in appearance instead of constant , 2 player sections take over 1 player sections in fun factor instead of equal, and regular combos get slipped in with TAS combos like you think no one will notice. I don't know how well divided the work of this was, but it was 2 thirds boring and 1 third good. No vote Maybe SDR should've co authored instead of just giving tips.
Cooljay
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