Posts for Cooljay


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Cooljay
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SofaKingAC wrote:
Cooljay wrote:
I can confirm that MUGEN works with Hourglass. It is able to use save states and frame advance.
Under what settings? I've been trying Mugen in Hourglass for about a week now (specifically this game) and have been having constant crashes on state load.
I have fairly default settings, and multithreading allow. I am using mugen100 as is with some custom characters. So far I could do as many save states as I want
Cooljay
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I'd say it is definately faster now. Got IP blocked for 6 hours during the crunch hours, but oh well.
Cooljay
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I can confirm that MUGEN works with Hourglass. It is able to use save states and frame advance. Good luck getting anything from there published though :P Judging would require looking at how well programmed the fighters are via fighter factory, seeing if they aren't Overpowered to begin with. Not to mention it would be a hassle for the Judges to get the same fighters anyone did in the movie file.
Post subject: Re: Super Mario Bros. 3
Cooljay
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Mario8236 wrote:
I've been thinking about TASing this game. Do you think it's a good idea? Leave your comments in this thread! By the way, I'm looking for someone to co-author with me. Post here if you want to also.
http://tasvideos.org/forum/viewtopic.php?t=24 You could try posting here instead
Cooljay
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Very Nice run as expected from you. Definite yes vote for pushing the game to it's limits.
Cooljay
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^ Agreed SDR your TAS work is always amazing. I would love to see some more submissions from you.
Cooljay
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Just finished watching this. At first I expected it to be lousy, but it was pretty fast. With no time being wasted. However there is some shortcut warps from current run that you missed. You got most of them though. You didn't skip any barrels in Tree Top Town Current Run uses a Nice glitch in Forest Frenzy to skip a section of the rope part I liked that you tried to entertain people on the waiting sections. I got a good chuckle out of it. There is some enemies you stop for instead of just taking damage to save time. -Lastly why did you only use rerecords just to go over doing the whole level again and again like it was a regular speedrun. When you only had do section by section of it just numerous times until it's good. Overall still a no vote, because it could've used more tweaking. However I could see some better work going on for you in the future.
Cooljay
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ThatGugaWhoPlay wrote:
[12:27] <ThatGugaWhoPlay> well, it looks sloppy [12:27] <ThatGugaWhoPlay> he miss some attacks [12:28] <arukAdo> i believe thats luck manipulation guga [12:28] <arukAdo> well, it could be that So Cooljay, is because of luck manipulation or you just missed them?
Yes that's Luck Manipulation
Cooljay
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Uncanceling, as boring as this movie may seem to some. I still believe it shows superhuman timing and impossible realtime combo linking. Especially the LK-MK-MP-HP Target combo takes immense timing and precision to do flawlessly and on the spot.
Cooljay
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SmashManiac wrote:
Taunts and EX moves were introduced in Second Impact and red parries in 3rd Strike, so the rose kill against Gill was impossible. But this makes me wonder again why you didn't pick 3rd Strike. Besides, Second Impact only has 1 more opponent and 3rd Strike 4 more opponents including the optional fight against Q. Filling up the SA gauge to use X.C.O.P.Y. indeed takes time, but even then you can just wait for the next round to use it, so it would be about half Twelve and half everybody else. As for character swapping in the middle of a playthrough without losing a match, I think it's possible through VS play but it requires the first player to immediately rematch against the second player to avoid losing its progress. If I'm correct, each character swap would require 2 VS matches. A separate "VS exhibition" category would probably be better though. I watched the encode and I'm voting no for the following reasons: - Game is not on the hardest difficulty. - Only shows off Dudley's target combos. - Almost every round looked identical. - No super-human abilities showcased. - Missing moves present from 3rd Strike. Speaking of which, I noticed that the re-record count (1925) is pretty low compared to the average published TAS. I think an entertaining Street Fighter III TAS would require a lot more time investment than your current attempt unfortunately.
It was a rather bad game choice on my part. Just interested in showing a different play style of Dudley. However seeing the feedback everyone seems to lean forward more for a 3rd Strike run in the future with maybe similar tactics with juggling in it. I could very well see doing that soon.
Cooljay
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ALAKTORN wrote:
I feel like from the Ryu fight on it got a lot better, I liked the parries and the quick target combos but it probably could be more… and a final round Gill rose kill is a must <_< wish it had less blocks, at least some juggles and better AI manipulation; also almost always ending a round with the Super (and not even its final hit) looks boring to me I’ll go with meh edit: after watching the linked Necro TAS I totally agree with the ROM choice, far too many fights otherwise… (and the graphics seem to look nicer, but that could just be due to the HD encode)
Well for the most part many people don't know that NG Dudley is different than 3S Dudley. NG/2I Dudley resets out after certain combos, He is not capable of juggling other than one hits any other at it will just clip through the character without damage. NG Dudley plays out more like Balrog. That's probably why there is so many negative votes as they expect him to do the impossible game engine wise. Overall I guess it could've done with some minor 1 hit juggles.
Cooljay
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Mr. Kelly R. Flewin wrote:
First off... why this Rom Choice.. and secondly.. was this even done on the hardest difficulty? And aims for highest score.. you didn't end every round with a Super, which would have elevated the score a lot more. Boring or not, there are interesting ways of weaving it into combos to nail it. Holding off voting until answers come forth to better inform. Mr. Kelly R. Flewin
Edit: Misread that. I picked New Generation, because it only has 7 fighters to go through. Not to mention not a whole lot of people have played or even heard of it Yes this was done on the hardest difficulty
Post subject: Re: Just boring.
Cooljay
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remeranAuthor wrote:
Boring boring boring. I appreciate that you got a perfect on every level but you're playing as Dudley so you should be showcasing what he's capable of and that includes the counter attacks. There aren't any silly juggle combos like Dudley's low hit juggle loop, there aren't any interesting things. I mean, you even got Gill down to 1 pixel of health and then DIDN'T kill him with the ROSE. God... I was just disappointed watching this whole video. Gutter trash.
I showcased every target combo the game has to offer. Everything on his move list. I was trying to avoid juggle combos. I wanted to show a genuine Dudley TAS play instead exploiting a silly combo like you said
Cooljay
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Cardboard wrote:
You know... I never played NG, but isn't it possible to cause damage with the rose taunt? That would be the way to go against Gill. I also found the lack of Cross counter-use (As we know, that move works once in a tournament, so why not use it once?) disappointing, and the parrying looked incredibly forced the few times it happened. As I have no idea how the arcade-emulators work, would it be possible to make a 2 Player TAS? That'd be the balls. As for now, leaning towards no.
Cross Counter takes damage, and would mean not getting perfect. This run aims to get the highest score possible 2 Player TAS is not possible as only one can win, as it starts you from the beginning
Cooljay
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SmashManiac wrote:
I won't vote for now because I haven't seen the movie, but your reasoning to pick New Generation over the much more popular 3rd Strike seems very strange to me. With 3rd Strike you could have just picked Twelve with the X.C.O.P.Y. Super Art the and show a huge variety of combinations from plenty of different characters.
Twelve would take some time for anyone to do successfully, as it requires to know how all the characters work unassisted. Their strategies, How far they can go to attack without being blocked, What can be linked. However I could see it pulled off from investing a lot of time into it about a year for sure.
Cooljay
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Mothrayas wrote:
errror1 wrote:
yeah any tas needs to have this http://youtu.be/mBP9SjV7bys also could use some more special moves
Pretty much this. The TAS looked decent, but could've had more special moves. This TAS felt somewhat shallow in that regard. Also, instant kill DP must definitely be somewhere in the TAS. And if I recall correctly, it's also possible to KO an opponent with a single tatsu. I'd want to see something like that too.
Alright I will do some more specials in the next one. Was just worried people would find that as spamming, so that's why I didn't do many. Seeing people want that I'll do that.
Cooljay
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CoolKirby wrote:
[ASIA] and [NOCD] don't belong in the game name. You probably meant to put them in the ROM name. Anyway, I'll wait for an encode to watch.
Thanks. Fixed
Cooljay
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grassini wrote:
what's the fastest form of movement?is there anyway you can do that combovideo stuff with 2 characters where one shoots the fire ball,they both run faster than the fireball in order to take the hit later and perform some kind of combo?
Faster form of movement would be the Tatsumaki. Seeing how slow the fireball is. I'm almost certain what you said could be pulled off.
Cooljay
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grassini wrote:
Cooljay wrote:
Paused wrote:
Glad you did this. What would a Ryu vs Ken 2p fight look like?
It would open up more drama moments than a CPU ever will. I'm almost intrigued if it would ever be possible to make the game glitch out bad for how difficult it takes Hadokens. How poorly it handles them is shown when it just starts to freeze Ryu at one point with the Lee Fight. Going to get into experimenting that more to see if I can abuse it so I can do more hadoukens with Ryu and Ken in a short span.
does it collide with other projectiles?im thinking maybe we can some SFxTK stuff goin on heheheh i have to stop quoting unnecessarily
Yes they do collide with each other. Sagat or Ken or Geki's
Cooljay
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Paused wrote:
Glad you did this. What would a Ryu vs Ken 2p fight look like?
It would open up more drama moments than a CPU ever will. I'm almost intrigued if it would ever be possible to make the game glitch out bad for how difficult it takes Hadokens. How poorly it handles them is shown when it just starts to freeze Ryu at one point with the Lee Fight. Going to get into experimenting that more to see if I can abuse it so I can do more hadoukens with Ryu and Ken in a short span.
Cooljay
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Did a TAS of Street Fighter 1 in case anyone was interested in seeing what it would look like if the player is the bully now. Link to video Rerecords: 904 Emulator Used: fba-rr-v007 Rom Name:sf.zip http://www.mediafire.com/?4640c71nsvks2w0 Movie file
Post subject: TinTin: Prisoners of the Sun
Cooljay
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Sup guys I'm working on a new TAS of TinTin: Prisoners of the Sun I just wanted to know what you thought of it so far, and what to improve I've done 5 levels out of 15 so far Warning: It has a chance of desyncing(Usually if played repeatedly after another or sometimes fast forward at 500% or manual fast forward). If that happens, exit the emulator and reload the movie. Should work fine then. Rom Name: Adventures of Tintin,The-Prisoners Of the Sun(Europe)(En,Fr,De,Es).sfc Emulator Used:Snes 9X v1.51 Here is my movie file http://dehacked.2y.net/microstorage.php/info/621937368/Adventures%20of%20Tintin%2C%20The%20-%20Prisoners%20of%20the%20Sun%20%28Europe%29%20%28En%2CFr%2CDe%2CEs%29.smv
Cooljay
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Spikestuff wrote:
Quote from the any% tas by Mukki VERY IMPORTANT!:
Mukki wrote:
Movement: Crash's fastest movement speed is with the third mask (velocity = 12), however due to the death requirements it can harldly be used. The next down is spinning (velocity = 10), rather than walking (velocity = 9). However, when crash stops spinning his velocity drops to 7 for two input frames before returning to 9. This makes spinning ultimately slower. If, however, Crash jumps two frames before his velocity drops to 7 it will go straight to 9 instead. This saves a frame every time it is used.
now by me writing before you didn't have a look at the forums on Crash 1 it's also obvious that you didn't grab the lua file for Crash 1 this is needed very badly it's very important. Also Cooljay this is your answer. Now I got a question that needs an answer probably from an experience. are we allowed for Crash 1 to have 2 endings for 100% the "Burnt Down" (Cortex) ending and "The Good Ending"? (Tawna) Now these 2 videos start from dead frame 1 and going by the amount of rerecords (6614) you used I'm in my 2 thousands right now (2150). No I don't suck at Crash games I like optimizing games to its fastest point. Link to video OK some reason what I use for temp encode (no not Vegas something else) is being buggy atm I'll might have to use something else.
This explained a lot. Thank you. I was always wondering why he is was jumping. Seeing this side by side comparison helps make more sense out of it. Maybe just on it's own it seems random. My vote still stands as meh, as I can see from yours that there is someone with a better run coming on it's way. iiro2 still lets things let him slow him down, but yours there is nothing slowing you down. I still should've done some more research though before voting about checking the Crash Bandicoot 1 threads.
Cooljay
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I vote meh as well for I saw a lot of points where you jumped where there was no reason to jump. I saw some places where you let things stop you that shouldn't. Overall it could be better.
Cooljay
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Link to video youtubed
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