Posts for Cooljay


1 2
14 15 16 17 18 19
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
adelikat wrote:
What do you mean by lag? Lag frames? Or the emulator hangs for a moment? If the latter, what are your computer specs?
Lag as in it suddenly just starts playing extremely slow, then suddenly plays fine at normal speed, then starts playing extremely slow again. As for specs AMD Phenom 9850 BLACK EDITION 2.5GHz Socket AM2+ 125W Quad-Core Processor HD985ZXAGHBOX With Heatsink and Fan Windows 7 32 Bit ATI HD4890 Video Card 1000W Power Supply ASUS M2N-SLI Motherboard
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
ais523 wrote:
Cooljay wrote:
Not going to lie but I almost thought it desynced at the cake boss. Still a yes vote though as it did beat the game. Just confusing why someone would run into the boss numerous times and damage themselves. Never seen that before in any TAS.
It's actually quite common in TASes of certain games (it's frequently done in Sonic games, for instance). The usual reason is to get inside the boss's hitbox so that you can damage it more quickly; I'm not sure whether or not that's the case here.
That makes a lot of sense. Thanks for the explanation of it.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
What was the greatest challenge you ever faced with making Bisqbot ?
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Not sure if this is a bug or not. However PCE-CD games seem to get random lag for some reason. It runs fine for a minute or two then suddenly lags. Not even particularity in that order.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
YoungJ1997lol wrote:
Never played orange maps. What is the significance of them besides being orange and low gravity?
The middle control point can be easily taken over by either team. Causing a simple 20 minute match being as long as 2 hours or more. That and everything is out in the open for snipers, demoman, and soldiers to get at everyone on a point.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Very nice improvement Nitro.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Not going to lie but I almost thought it desynced at the cake boss. Still a yes vote though as it did beat the game. Just confusing why someone would run into the boss numerous times and damage themselves. Never seen that before in any TAS.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
NitroGenesis wrote:
I'm voting no. The run is clearly not very optimized.
    *You mashed start to skip the intro. That was sloppy. *You abused Spawn's more powerful moves, even though the dash attack is faster and kills enemies anyway. *Some movements are clearly not frame precise, like the wall jumps. *At the end of some bosses when the Spawn icon is falling, you can use the flame uppercut to reach it much faster then a regular jump. *Sometimes, you waited in place for an enemy to walk toward you, then beat him up. You could've ran toward him and beat him up. That could've saved time. *Not related to the quality of the run, but your amount of rerecords seems pretty low for a 30 minute run.
To prove these theories, here is a WIP that saves nearly 10 seconds from the first level, simply from better precision. It still isn't very optimal, so you could beat it. This game would make an OK TAS because it has a decent amount of variety. I encourage you to redo, and make new posts for WIPs, instead of editing your first one, because people will not notice your post if you just edit.
I was unsure if it would be boring if I beat everyone with regular attacks and dash. However watching your WIP. It seems the quality holds up the same if not better, and slightly faster. Canceling for now. Thanks for the tips btw.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Bezman wrote:
That was fun to watch. Right from the start, it was a clearly superhuman run of the game. I wonder how these runs would end though - when the score counter is maxxed? I imagine that would take a long time and that it'd get boring to watch before that happens.
Possibly would get stale soon. Overall I could see it being stuck on 999999
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
nfq wrote:
DarkKobold, why didn't you use the Japanese version? This TAS would have been an hour faster because the text scrolls faster.
As fast it may be to beat the game with faster text. An RPG simply is one of those genres that needs the text of a native language that a community as a whole can understand what's going on. Here's a prime example of a reaction you would get. http://tasvideos.org/forum/viewtopic.php?t=11326
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Tekken Force TAS would still be interesting overall to get the fastest time at least for completion.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
grassini wrote:
could you give us some info about how you optimized the boss battles?
The boss battles are optimized by using special power moves like Necroplasm Bomb, Flaming Uppercut, Psi Punch, and rarely Four Fireballs. With their Light and Hard Punch/ Kick variants. Sometimes I do screw kick and spin kick mixups to just save energy for other boss battles. Using special moves speeds up this run dramatically. A normal run or tool assisted with just normal moves only could very much well double the time to it takes beat it. I time exactly when they recover to set up another attack instantly. 2nd boss I hit him only a certain amount in the beginning because he can heal. Fire boss. His damage system is random. Sometimes he will hurt fully and sometimes not. Overall I am going as fast I can to defeat them without overkilling them to waste power
Post subject: Re: Spawn wip-1: YouTube
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
antd wrote:
Link to video
Thanks for the encode. I am almost done overall. I have one more stage left to go then 4 boss battles as a stage. Overall this game is Brutal. Simply unforgiving in every aspect.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Think you made a mistake here. This workbench is for Tool Assisted Runs only.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
I do appreciate all the constructive criticism. I do still plan on trying at it again in the near future. Would be interested in having some regular fighters in it though. EX and Super Combos are just more interesting to see at least for me anyway. I know a fair share of them for all the fighters. For most of my fighting runs Tekken or Street Fighter. I find I have trouble on how to allocate my time. I hold back a little too much for mocking the AI.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
WIP 5: Stage 7/10 http://www.mediafire.com/?vv2vfq47zb11tbi Current Time: 15:03 Emulator used: Snes9x v1.52-rr(Only use it because sound works better than on 1.51) ReRecords: 2681 Rom Used: Spawn(USA).sfc Essentially the main goal for this TAS is to keep it interesting with special moves, but have enough energy for the bosses ahead.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Thanks for the explanation. I was unsure whether this game affects certain mechanics. From what you have told me it doesn't. I am glad you let me know how this game works overall.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Watched this run, and I already see some things that could be improved. For starters don't slip off platforms rather jump down to them and manipulate the air to fall to the next one below, you could take more damage to save time. From what I see you do somewhat but very rare. Try not to bump into walls, when jumping to the edge of the top. There is points where you suddenly wait for no reason. Other than that it's pretty solid for a yes vote.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
goofydylan8 wrote:
Cooljay wrote:
I was just wondering how progress has been going on this so far ? It seems like a pretty good TAS. The only boring part was the third attempt of the caber toss. Other that I hope you are still working on this. Finding some new glitches.
Progress has stalled at the moment. I haven't spent too much time with it but I am still not really sure how the scoring on the log-rolling works and that is the final hurdle in finishing this run. If I could figure out how to make that one work I could add proper end level timing and try to submit but I just don't know what to do. All strategy guides say to mash as fast as possible to knock the player off, but that does not result in the highest possible score. I know it is related to maintaining balance and having him have bad balance, but I am not sure what the ideal amount of time is or any other relevant factors. I am not even sure what ram values I should be looking for.
After playing it myself. Score is determined by how fast you knock the other guy off. 0:02:1-Score 041 0:02:5 Score 039 0:02:9 Score 038 0:22:0 Score 005 1:04:9 Score 003 I think it's just following sport rules that they are suppose to get the first person down the fastest. I'm assuming 50 is the highest you can score. At least for the NES version.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
I was just wondering how progress has been going on this so far ? It seems like a pretty good TAS. The only boring part was the third attempt of the caber toss. Other that I hope you are still working on this. Finding some new glitches.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
It's an error on my part, as I was a bit too focused on mocking the opponents. Showing hitbox exploits such how Elena's unavoidable Scratch Wheel completely misses Twelve, Necro's Leg Attack clip through Twelve and not registering as a hit, Triggering Q to crouch punch three times on purpose, Making Hugo fail to register a Grab even though it clips through Twelve, Walking Under Ryu's and Sean's Aerial move, Doing Necro's Rising Cobra Below the opponent and him suddenly moving to the side of him with unusually more damage, Grabbing Remy Just before he lands instead of landed. I suppose I was showing a bit too much of mundane things that could be passed off as regular gameplay. I do plan to redo this TAS sometime in the near future.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Nach wrote:
..or tons of glitch exploits. Maybe I'm spoiled, but I was waiting for something awesome to happen the entire run, and it just never did.
There is not many glitches in this that are game breaking per say. Only one I know of is that of notable use is with good timing that you can super cancel total destruction activate MP from HCBMK without MK+MP. Normally if you get it wrong it will show his miss animation. Great for fake outs There are various others but they are so minor that it wouldn't be seen or noticed. Rest of it just leads up to gameplay mechanics and Timing to do what you want.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
TheReflexWonder wrote:
A 3rd Strike run would be better suited to combo-centric characters--Despite XCOPY, most other characters are more interesting to watch than Twelve. No vote.
I agree despite this being my own submission. With X-Copy there is a lack of EX or Super Arts that can be used as launcher for juggles. Also you have to build up the enemies stun just before launching. Ending up to cost either your SA power as an X-Copied character or being Twelve 3/4 of the match. Even DevilAzite's Run of Twelve shows that. It starts to get good, but then it's over
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
Uncanceling, because there seems to be some yes votes, and interest in this TAS. Not to mention I am a bit quick to make one person's opinion influence my judgement of whether it's good or not.
Cooljay
He/Him
Experienced Forum User, Published Author, Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
SDR wrote:
Good attempt. I don't like give no vote for nobody..I prefer to abstain me from voting. think you should watching more combo videos to improve more the your moviment during the run, you used the Xcopy but forgot of the combos...and a tip: after you win the fight must hold punch or kick during passage screen( of the fighters) so you'll get to go more fast. Twelve, oro, dudley have good glitches. Use a 2p match: gouki or Urien vs 11 can be crazy this match. Use the glitch "red parry". there are others glitches but I don't remember now xD Try create new link for combos or repeat the existing. Twelve is a great fighter if you wanna use it, So try to explore it I'm sure you can ;)
This red parry definitely opens up some opportunities. I do watch some combo videos. I try to replicate what they do such moves shown but I get blocked or it ignores my input however the combo video's does not. That's my only issue I ever face in fighting games. Most notable that people with can do multiple attacks with Necro's Tornado Hook, but I can only do one. Is there a glitch of some sort I'm missing ?
1 2
14 15 16 17 18 19