Posts for Felipe


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Post subject: WIP-5 and last
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Here I have finished the New WIP. And as you know is the last that I submit on this forum. The rest will come when I submit the full movie and I hope to be accepted in TASvideos theaters. I've been working on this project for 2 months and is the best I've done. Enjoy it and comment it to see point of view of the spectators.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I understand. Then the battle will be as follows: hit fast -> hit slow -> hit fast -> hit slow ... 4 times. I see that to destroy the eggs quickly with Tails must not be with immunity, thanks for understanding the complexity of this battle.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
ElectroSpecter wrote:
Felipe wrote:
However, it would not be bad idea to avoid all possible damage, only take the damage when necessary.
It's not necessary to take damage on that boss. If you get that far without taking damage, I suggest that you avoid damage on this boss as well!
This is quite difficult, I'm fighting against this boss in Metropolis Zone 3. I need urgent help from all of you with experience. I want to avoid the damage, only Tails is damaged and my ask: I can that Sonic, hit to boss without being beaten and Tails hit one of the eggs almost immediately that Eggman is damaged by Sonic? So to skip that boss goes up again. Or just forget the goal of not getting damaged? Tell me please.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
The objectives is a little weird. You are replacing the reverse gravity by the jumps, plus you do not want to use it in the air. That may be a problem as there may be areas where you need to cross at least with one jump. In order to use debug mode has to first apply the level select trick, and that is done quickly with Knuckles in Angel Island, pressing: left, left, left, right, right, right, up, up, up, holding on the first string. Besides that after that you have to play Mushroom Hill, with Sonic and do the same on another rope. I not see it as an idea that appeals to many people, not bad, but seeing Sonic descends suddenly up or down would see it as confusing. I may also be wrong. I dont know what are thinking other users. Maybe you could surprise me.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Awesome! some of these glitches were known by me. I did not think they had more glitches in these areas. Really fast. I vote yes!
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
zk547 wrote:
http://www.youtube.com/watch?v=PGrQ32fUJPI&list=FLIABn__MdIoJEYQYam-_6-g&feature=mh_lolz
jeje i like this video had several funny parts like Mario facing straight ahead and makes a funny movement with the carapace at level 1-A. Great work is this WIP. I hope to see the next.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I dont know you but OOZ2, I getting tired. And to not to delay this, I will continue with Metropolis Zone, to take this a little more advanced. Not long to soon for me to get to school this year and then almost not I be able to devote to this. And I do not want submit this movie too late. Sorry if I miss a little of the search in OOZ2.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Mmmm I've noticed this rather complicated OOZ2 also i can not find a way to take the groups of rings of up. If after a while do not get anything, I'll just skip this level unless a miracle happens. I just hope we have luck.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Well, after finishing this movie, i will make the project that mmarks ever wanted to do. And i will do it of luxury.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
marzojr wrote:
mmarks has been banned and can't answer you.
what, and why?, he did?
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Maybe I could renew this project, now that I have much more skill than I used to like to start with this once I finish with this one I have in progress. mmarks, would you encourage you to try again to create this project?, only if you want, since before you were so excited about this.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I appreciate your efforts, marzojr. You have achieved a breakthrough, take 2 of the 6 groups of rings, although in the latter the anti-gravity glich was canceled, so that would have to be the last to be taken. Thanks for the little movie, it will be very useful me when we find a solution to the other 4 groups of rings. I also am looking for, i inform you when I get something positive.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
marzojr wrote:
And for what is worth, being hurt and losing rings does not prevent you from getting a perfect; but if you don't want to lose the rings, there is a shield under the first elevator in OOZ2.
I do not know yet, but losing rings, does not preclude a perfect bonus, I had try. But while the 18 rings are not able to take them, will worth not play this level. And with respect to damage, it is a shame to lose rings and take the barrier can I remove a long time or maybe not. However, we must not ignore the many rings scattered, it not would be fun to collect first the rings between the walls and then the others. I give thanks for searching. Being with this alone I do not know what would.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
This glitch is quite effective, also to be anti-gravity, effects super sonic speed help both vertical and horizontal velocity , then I don't would have to worry for doing many spindash. I hope this helps in the 6 groups of rings.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
skychase wrote:
WTF I just realized there's 18 untouchable rings in OOZ2 o_0 !
I'll skip OOZ2 for now, if there's a way to take those 18 rings, you inform me, but I see it quite difficult.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Well, I'm done with OOZ1, in 2:02::19 I also want to inform you that the next WIP (WIP-5) will be the last that I will submit on this forum and that will end in Sky Chase. When this happens, I will continue until the end, creating Sky Chase, Wing Fortress and Death Egg, and when it's finished, i will submit the movie to TASvideos.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
skychase wrote:
Felipe wrote:
Hmmm I see. I was observing and analyzing Oil Ocean Zone 1, and I think there will be many problems with rings hidden and/or unreachable. However, I really not liked the area because there are very scattered rings. I'll have to plan a good route, Tails insurance help me much.
I just got the perfect score unassisted, i have a "route" but I doubt it's good enough... http://i281.photobucket.com/albums/kk227/skychase2rebirth/s2z71.png Sorry. the picture won't zoom, and the route is a black line.... looks like shit -_-'
jejeje I also had created a route and are almost equal, with very slight changes, but thanks for the picture, so I have graphically and not mentally, the way that I should take. I like this route, but I see if I make some adjustments (if necessary)
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Hmmm I see. I was observing and analyzing Oil Ocean Zone 1, and I think there will be many problems with rings hidden and/or unreachable. However, I really not liked the area because there are very scattered rings. I'll have to plan a good route, Tails insurance help me much.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
GlitchMan wrote:
There is a place that has maps from this game where it shows all the ring placements, item box placements, enemies, and the level collision detections. http://soniccenter.org/maps/sonic_2
A little question. Whoever it was, how was taken an only photograph the entire area of a level?
Post subject: IDE LUA and Editor
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Sorry for the inconvenience this. But I wanted to know if there is an IDE, the LUA code and any text editor that I can use it. Surely you understand what I mean. What I seek is that in a text editor, which incorporates an IDE to learn more about the Functions, values​​, constants, etc. I can more easily schedule LUA's. Surely someone will send me a link like this: Reference Manual Lua 5.1 But I just want to know if a IDE exists. Otherwise, the manual also helps.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Finally available the WIP-4. It was a really hard job, but finally i finished the work he had promised. This levels are played: CNZ1 - HTZ1 - HTZ2 - MCZ1. And as you can see, I skipped the level that was impossible a perfect bonus (CNZ1). However, this new WIP, provides great entertainment. Enjoy it. Now I want some rest.
Post subject: sonic-tails-path.lua
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Look at this.
gui.register( function()
	
	camX = memory.readword(0xffee00) -- x position of the camera
	camY = memory.readword(0xffee04) -- y position of the camera
	p1x = memory.readwordunsigned(0xffb008) -- x position of sonic
	p1y = memory.readwordunsigned(0xffb00c) -- y position of sonic
	p2x = memory.readwordunsigned(0xffb048) -- x position of tails
	p2y = memory.readwordunsigned(0xffb04c) -- y position of tails

	xposvisual1 = p1x - camX
	yposvisual1 = p1y - camY
	xposvisual2 = p2x - camX
	yposvisual2 = p2y - camY

	gui.box(xposvisual1 - 16, yposvisual1 - 16, xposvisual1 + 16, yposvisual1 + 16, {0, 0, 255, 128}, "blue")
	gui.box(xposvisual2 - 16, yposvisual2 - 16, xposvisual2 + 16, yposvisual2 + 16, {255, 127, 0, 128}, {255, 127, 0})
	gui.line(xposvisual1, yposvisual1, xposvisual2, yposvisual2 , "white")
	
	x = math.abs(xposvisual2 - xposvisual1)
	y = math.abs(yposvisual2 - yposvisual1)
	distance = (x^2+y^2)^(1/2)

	message = string.format("%d px.", distance)
	gui.text(xposvisual1 - 10, yposvisual1 - 25, message, "white", "black")
end)
It is a small LUA I wrote that has the function of: Highlight Sonic with a blue square and with an orange to Tails. They are united with a white line, on to Sonic is written the distance (in pixels) between Sonic and Tails.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
marzojr wrote:
Felipe wrote:
The HTZ2 strategy works effectively, but I want to find a way to run something faster. When the lava rises, it takes too long. As I may have much more presicion, maybe I can really optimize that time, I think there exist a platform that i can use. I hope to get lucky.
You don't have to wait for the lava to rise; with the closed door just offscreen, have Tails stand at its location: it will open, and then Sonic can go through. You can then spindash with both characters so Tails crosses the other door just in time to open it for Sonic.
Great, it worked perfectly. Thanks for this tip (Y)
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I created a code that makes the camera perfectly follow only to Tails, and not to Sonic. However it has graphics problems, what do you think?
gui.register( function ()
	
	p2x = memory.readwordunsigned(0xffb048)
	p2y = memory.readwordunsigned(0xffb04c)
	camx = memory.readword(0xffee00)
	camy = memory.readword(0xffee04)

	if p2x - (320/2) >= 0 then
		memory.writeword(0xffee00, p2x - (320/2))
	end
	memory.writeword(0xffee04, p2y - (224/2))

end)
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
The HTZ2 strategy works effectively, but I want to find a way to run something faster. When the lava rises, it takes too long. As I may have much more presicion, maybe I can really optimize that time, I think there exist a platform that i can use. I hope to get lucky.
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