Posts for DootBeep


Banned User
Joined: 10/9/2011
Posts: 12
Justifying their actions is not something the new tasvideos staff has ever felt it necessary to do. See also: The many TASes that they reject even with much audience support. This is just another instance.
Banned User
Joined: 10/9/2011
Posts: 12
You can ban me all you want, but you're still a horrible administrator, and an even worse developer. Those facts won't change, even if you try to delete the posts calling you out. Maybe you should just face them for a change.
Banned User
Joined: 10/9/2011
Posts: 12
Also: No, this was deliberate. The posts (there were several) are missing, and posts referencing them still exist. Several people saw the posts for many hours before they were erased.
Banned User
Joined: 10/9/2011
Posts: 12
Yes. Several of my posts regarding the Bizhawk emulator and a string of horrible decisions by the developers working on it were outright deleted. I am aware the Bizhawk link is to an e-mail marketing firm. This is another of their bad decisions, which apparently they are not changing.
Post subject: Post deletion
Banned User
Joined: 10/9/2011
Posts: 12
Is there a reason why, in the face of genuine (if blunt and perhaps strongly-worded) criticism, the administration's sole act of defending itself is to delete any post(s) it disagrees with? I understand that the tasvideos staff has a superiority/god complex, but come on.
Banned User
Joined: 10/9/2011
Posts: 12
ais523 wrote:
Completion to credits is a bad metric in games where you can trigger the credits during the game itself (or even before; several games have a credits option in their main menu). It's not really obvious what metric should be used instead, though. (For games with high score tables, creating an entry in there that shows game completion other than via putting it in there directly using save or memory corruption probably counts, though, IMO.)
For some games (especially the older, arcade-like NES ones) completion is attained after beating the last level, when the game loops to the first stage again. It really is a case-by-case basis thing, I guess. It is difficult to think of any sort of rule that could be applied without requiring many exceptions...
Banned User
Joined: 10/9/2011
Posts: 12
Noob Irdoh wrote:
kaizoman666 wrote:
Bobo the King wrote:
http://tasvideos.org/2873S.html
Hm, this needs 34 more.
To be fair, that submission had been on the workbench for 57 days, 23 hours, 38 minutes, and 13 seconds, so many people had the chance to vote on it over the weeks, even ones who log in only once per month or something.
You do realize that you can still vote on submissions even after the movie has been published, yes?
Banned User
Joined: 10/9/2011
Posts: 12
If people want the full credits, that's what the any% is for, not the glitched run. Personally, the 9 minute sudden-jump-cut is hilarious, if only because of the circumstances.
Banned User
Joined: 10/9/2011
Posts: 12
This basically creates on-the-fly assembly in RAM, then jumps to it by corrupting the stack? Impressive.
Banned User
Joined: 10/9/2011
Posts: 12
If I had to guess, "blocky" was meant. Disabling hardware accelleration usually results in pixelated stretching instead of the blended style you get with it on.
Banned User
Joined: 10/9/2011
Posts: 12
Brandon wrote:
I still don't understand what the point of the code is.
Chaos.
Banned User
Joined: 10/9/2011
Posts: 12
Held as in pushed for 2 frames, not just one. Sorry, no bonus! (Speaking of foul balls, around frame 14000 a foul ball hit into the left stands klonks against an invisible wall.)