Posts for Evil_3D


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Editor, Experienced Forum User, Published Author, Experienced player (575)
Joined: 10/22/2016
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I found that the final boss in the 3.0 version needs 8 hits to be defeated, seeing that in CD version needs 1 hit it looks very strange and maybe it would have been rejected for this. The other reason is absence of audience/discussion, 4 NO and 13 YES for almost a month in a Sonic game does not look very good. Although I would have liked that the NO votes would have been justified or say that we did wrong for them.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
Joined: 10/22/2016
Posts: 581
Location: Argentina
Uniracers ^
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Editor, Experienced Forum User, Published Author, Experienced player (575)
Joined: 10/22/2016
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Location: Argentina
Here is LBZ 1, new time 3:35'35, saved 13 seconds and fixed music. GMV Link to video
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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I'm glad to announce that we fixed LBZ 1 music, only need to finish the level now. gmv
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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boct1584 wrote:
Loving that glitchless! I always felt like SprintGod's first run should never have been obsoleted, cause the second one abused vertical screen wrapping, and then nitsuja came along and straight-up murdered the game.
I think if we tell an admin about this and change his branch to "glitchless" it will be un-obsoleted for me.
JXQ wrote:
But! You've also picked up an extra ring in FB2. I'm wondering how you found out about this one ring. Is there some kind of map-searching utility or part of the LUA script which scrapes level data for the total number of rings? Is it possible there are other goofy hidden wall rings that aren't known about yet like this one?
Most of the research are manually with debug mode and checking the level maps in Zone 0 and the map pack with solidity display in Sonic TAS tools thread, I'm 100% sure we collected all rings now. About a ring counter adress data like in Sonic 2 I don't know, maybe marzo can answer that, the only LUA's we are Using are Sonic TAS tools and one that tell us when we lost a orbit ring with the lightning shield.
JXQ wrote:
Anyway, thanks for keeping on with this run. It's been a joy to watch.
Thank you, I hope the rest of the community can recognise this movie.
WST wrote:
As far as I know, that particular ring was discovered during working on Amy@S3K improvement, as the new method for this level involves reaching that area.
Exactly! New ICZ 2 WIP Link to video
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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kaan666 wrote:
Am I really that good? I mean I never thought I'd be able to surpass your skills. Thanks man :D
Yes, you improved a lot this year, you are less lazy than me and you have a faster pace, I hate to redo levels (mostly in the ring attack), trying to synchronize and even open gens at times :-P - But I take my time to optimize my levels
kaan666 wrote:
How about you do Act 1 and I do Act 2? ICZ2 did in fact wear me out and I need a break before I can continue.
Okidoki.
kaan666 wrote:
Also if you remember my testrun for LBZ2 was my very first tas. I wanna be the one to redo it to really gauge how much I've improved since I started.
Yeah, I remember that garbage (?) run, I'm pretty sure you will improve it alot now because there are some obvious mystakes in frame advance/realtime. On another topic I started a new project, Knuckles glitchless, this is the first wip. Link to video For avoid a wall of text the explanations + gmv are in userfiles http://tasvideos.org/userfiles/info/46659538698090573
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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I can't describe how amazed I am with the new ICZ 2, wonderful work friend, the way you handled and coordinate S and T is insane, even I can say you are better than me now. About LBZ, you can fix the music if you want, we can divide the work and do 50% of the levels everyone too, if you are tired.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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Guys, I was testing some things with Knuckles and I found an level warp in HCZ1 but it ends in a death/drown. Link to video I was able to put Knuckles in this position. v In this heigh is possible to setup the level warp for Knuckles but there is a problem: the spring, he kill me always when I try to pass trough him, even looking down with the camera, the spikes deloads, but the spring is still here, I think if someone founds a way to ignore the spring succesfully the level warp is possible. Or if there is a way to ignore the weird death on the another level warp?
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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kaan55 wrote:
I think I figured out what your loop problem was. Tails can't get the 5 rings in the loop above the big ring because the loop is solid. I guess you were thinking of the wrong loop.
Trust me, I was talking about this loop.
kaan55 wrote:
upd: Found the pathswapper. Apparently you have to be on the GROUND for it to work which is kinda dumb. That must've been the issue you were having.
Oh, now I understand, when I got with Sonic underwater I jumped in the first frame available inside the ice cave to fall quickly on the water, I think this is the reason I missed this path switch, but I'm glad to hear you fixed it.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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I really hope to see if you can do the first part of ICZ 2 in less than 0:59'59 ( the old time was 1:10, not so far ) just for fun/playaround and overcharge the scoreboard, we don't really need to aim for pure speed if there is a possibility to do some entertaiment trade/offs. But I guess you will can save more than 10 secs with your new route.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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kaan55 wrote:
Oh lol only a minute off. I tested the loop from the movie. I never had the solidity problem from playing casually either. I guess you did something weird to make that loop solid.
Oh, well is better for us :P But don't kill Tails at the end because you will can't controll him in the next level and it will not respawn either
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Editor, Experienced Forum User, Published Author, Experienced player (575)
Joined: 10/22/2016
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Location: Argentina
kaan55 wrote:
Interesting. I've never seen that happen before. I even tested it just now ago and the loop didn't block my path. It might've been a weird pathswapper interaction with Tails. I'll have to see what happens in the run.
You tested in the movie or only loading the stage in the level select? Btw It was 1 year ago, maybe I overloocked a small detail.
kaan55 wrote:
Also I think we may be able to fix the music in LBZ1 just by saving time. You know that area below the 2nd big ring. I think it's totally unnecessary for Sonic to go down there because Tails could very easily collect those 7 rings by himself. Plus I spotted other mimor improvements in that area.
Sounds a good idea and we need to test it, but finish ICZ2 first. Edit: Oh lol the reply times, I laughed so hard here - I'm watching
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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Is possible TAS "Abuse" currently? This game has a good TAS material for me
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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The route looks fine, but I need warn you with the begining, If Sonic got underwater directly to the giant ring you will be stuck in the next loops where the ice wall blocks Knuckles area because the loop above the giant ring changes the path switchers to change the solidity in the next loops. I had this problem in the early days doing ICZ2
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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About the previous levels there are some sloppy places in CNZ1: Knuckles area there are some of them wich are easy to spot with frame advance, mostly when I backtrack to Sonic's path. But on my eyes in general all levels are improvable. The problem is that if we try to master the ring attack, we will never finish it since it is currently impossible for us (even the any% runs aren't masterized yet), therefore the rest of the levels are fine for me. But I really want to fix 2 things in the movie 1. In ICZ2 It will be very cool if you find a way to return the music back, because the level look a little "empty" for me without music 2. In LBZ1 I really wish to do another try to manage to avoid the infinite invul music, but we have to redo the entire LBZ because If we save time the platforms will desync even if we use the bonus stage in the 2nd ACT (if we divide the work on redo it will be easier)
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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Before start another big project like a S+T glitchless I will prefer to chose Knuckles in first instance because his history is short and will see how the audience responds to these types of movies. But don't worry, the only thing I need is time, a lot of time, I will not end here, I have a lot to show in the next years.
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Post subject: The really get the ball rolling Spaghetti post
Editor, Experienced Forum User, Published Author, Experienced player (575)
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Nach wrote:
Tool-Assisted Spaghetti Videos
-"When human cooking skills are just not enough" We have our own portable kitchen emulator called KitchenHawk.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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kaan55 wrote:
Nice job on the glitchless run. Are you planning on make a full run out of this?
Yes, probably I will start to work with Sonic alone, Knuckles or even Tails (most probably with Sonic) because I'm a little exhaust with 2 players.
kaan55 wrote:
I wouldn't suggest jumping out of the teacup early during the Knuckles cutscene because it makes you float in midair in an unnatural manner.
There are some minor errors in the game wich can be confused with heavy glitches. In a glitchless run we need to ban the most heavy breaking game glitches as: Horizontal Underflow Zips Slope glitch / Switch gravity glitch / Carry glitch Screen warp Wheel glitch (CNZ) Don't abuse of the sky boundary error ( you can skip big portions of some level with this) Don't clip surfaces (Stair clips and glide clip as Knux) For me take advantage of frame rules, luck manipulation and little tricks to save time it's ok as long as they respect the rules above.
kaan55 wrote:
Also I should warn you that resyncing the ring attack will take me quite a bit longer than it did last time. I kinda have a busy week ahead me and I may not have a good opportunity to work on it until the weekend.
You will finish it eventually, don't worry about that.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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New HCZ 2 encode Link to video Glitchless LBZ testrun as Sonic Link to video I don't know if avoid the elevator frame rule is ok, maybe I will add in the future since is not a very game breaking glitch.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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TheYogWog wrote:
To be honest, guys, I'm not sure I deserve to have my name in the title anymore. It's all you two. Would I be grateful it was? Yes, absolutely. Do I feel I ought to get anything more than an honorable mention in the credits? Like I said, I'm not sure. In the end, it doesn't really matter.
Are you sure about this? I mean, if this projects is a tree you are the roots that made it possible for this tree to grow, beyond that there is no input from you in the movie I think If you had not done your testruns around 2015 I would never be interested in this project, consequently kaan would had no interest in the TASes and never joined here (I think). Even you helped me with some route planing and ring grabs of you personal research the last year wich helped this project so much. Don't feel bad because you feel you didn't contribute anything here, because it's not like that, you are even the founder of the project. There are many people who have helped in the movie too who will have their respective thanks in the end, between people supporting this, and WST, HHS, marzo, answering technical questions about the levels, even marzo allowed me to use some of their input in HPZ of his any% TAS. Having said that, I asked again, are you sure?
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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Looking amazing, I never expected you will saved 30 seconds! About the resync, is possible the movie desync with lag differences, ACTs 2 loading 1 frame before/after, LBZ flamethrowers, MHZ 2 wind, and LRZ1 boss.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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If the hack is acceptable it would be a good incentive to make a glitchless movie (personally I want to make one), since the levels ends very fast.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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Looking neat terrarian, I love the unexpected zips and don't seeing pipes stopping the ring slaughter of Sonic and Tails :P But one question: At frame 39075, is not faster for Sonic fall directly on the slope instead of getting stopped with the slide?
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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kaan55 wrote:
upd2: I just did a quick test. We can make it to the second platform with plenty of time to spare. Now all we need to do is manipulate the position of the first platform. Can you please do that for me?
Here you have: http://dehacked.2y.net/microstorage.php/info/1412421076/Evil_3D-TheYogWog-kaan55-S3K-ST-ringattack.gmv With a buble bounce at the end of the previous act I wasted 111 frames to get a good sync with the pipe, and improved 1 frame the IGT of the next act.
TheYogWog wrote:
This is going to be such an epic TAS. The amount of effort, dedication, and skill that's going into this is incredible. Hasn't it been about a year since you first began working on this, Evil_3D? What did you guys ultimately decide about the rings in AIZ2? I think it was 327 before, now 335? So you opted to collect max possible, risk entertainment? That's what I would have done/recommended. Just saying. Personally I didn't find the 335 video boring at all, on the contrary I found it more entertaining that you went out of the way to get the extras. But yeah sure, I'm biased because Sonic 3K is afterall my favorite game. None the less keep up the great work, Evil_3D & Kaan55!
Oh boy, glad to see you are alive I feared the worst :P Yeah, actually 1 year + some weeks working on that : this was the first wip or test run without counting your test runs, but they were a good base to start this. And about AIZ2, this level is there definitely on my black list, is increible how much this level delayed the project, with the countless of improvements found here. But I'm glad that my personal slave kaan55 help me with this.
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Editor, Experienced Forum User, Published Author, Experienced player (575)
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Meerkov wrote:
Speedrunning work-in-progress hacks seems against the spirit of speedrunning in general. That said, it does look like development is "paused" since 2012, which I guess makes this stable enough.
Not at all, this hack has a speedrun page wich others sonic's hacks don't have https://www.speedrun.com/Sonic_Megamix ; the speedrunners uses the 4.0b Sega CD version of the game as this TAS The last version of Sonic megamix offers a full gameplay, you don't need to use debug mode or something like that to pass the levels. About the project I'm not very sure if is really in developement if you see the last news in his official page: http://www.teammegamix.com/ If you see, Stealth literally he ran out of development team, said this the last official "public" release of the game is the SegaCD version
Meerkov wrote:
(though it's not obvious what version of the hack this is even running).
Currently is writed in the submission page, "US 4.0b"
Meerkov wrote:
Removing the "Boss Battle" screen seems like cheating. In the video, it shows it takes ~5 seconds. If it was cut from the YouTube video, that'd be one thing... But actually removing it to gain 5 seconds on bosses, really means you are running a hack of a hack. As a result, I vote "no" for breaking the rules.
I don't think it will be "cheating", currently is a feature in the game options, you don't need to use "passwords" or modifing the game to remove it, since it's a TAS, naturally we have to adjust the options to have the shortest possible time, it is like choosing the version of a game that has the shortest time in subtitles. I respect your vote, we all have different points of view, I hope I have clarified some things.
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