Posts for GloriousLiar


GloriousLiar
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Joined: 4/20/2016
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Found a new way to clip into things, even lets you clip underwater where you can't build speed. Details in the description of the video. Link to video
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GloriousLiar
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Yeah I was planning on doing just straight any% with the new finds. In my two days of glitch hunting i've had a lot more fun finding oob exploits than optimizing vanilla movement through the levels.
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GloriousLiar
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Maybe any% and any% no out of bounds?
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GloriousLiar
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More more more: Kind of going crazy at this point.. I expect more rooms to use this tech than those that dont. Link to video Link to video Link to video
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GloriousLiar
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Been hard at work all day and finding skips in nearly every room. For example: Link to video Link to video Link to video
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Post subject: High Speed Movement and Clips
GloriousLiar
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A new discovery was found that warrants a fresh start for the TAS. Late last night I was working on Dreamy Darkness when I kept getting knocked backwards violently off a line when trying to join segmented lines. The amount of speed I was getting was in the range of 30 to 40 which peaked my interest. After about an hour of playing around in Ghost Grounds, I finally was able skip a barrier only destructible by a cannon shot. I thought that was cool and could be used in a few minor places, but I took it a step further and found some other things of interest. 1. You can fly into/through nearly any type of ground or wall. 2. The momentum in some cases can be applied forward rather than backwards and something about hitting enemies preserves some of the momentum. 3. You can navigate out of bounds with certain line placements Taken from a pastebin I wrote up last night: Velocity Clips explained: When a line begins on the same pixel another line ends, it is undetermined which line should control Kirby when making contact with both. The default reaction by the game is to put Kirby at the beginning of the last line segment drawn on the current line. The conjoining of two lines has a side effect in that it makes the first line start to disappear from its origin. Now by maximizing the length of the last segment of the original line, Kirby can be instantly teleported between 30 and 40 units optimally when the game tries to correct position. If the teleportation coincides with the disappearance of the original line as a result of drawing a new one, Kirby will be teleported to a location not on a line somewhere in the air. The teleportation is misinterpreted as air speed because there is no line to be tethered to. As a result, Kirby goes flying, and this instantaneous velocity of ~30-40 allows Kirby to clip through thin walls and even in to thick ones, but upon getting stuck in a floor or wall, Kirby will be ejected almost instantly. Kirby's position out of bounds can be manipulated though with clever line placement. Videos: Example skip: Link to video Incredible launch: Link to video Getting stuck in a floor and navigating to a new room: Link to video
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GloriousLiar
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http://bombch.us/CFC7 Google doc of all my documentation (a work in progress). Also finished through Silver Submarine last night. Gonna tackle the third boss game and maybe publish a WIP this weekend. If I do it will be my last before the final reveal.
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GloriousLiar
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Found some new tech.. water physics are weird. Basically:
    1. Get stuck against the floor 2. Wait a few frames 3. Free ink boost instantly supplied at the start of the next line
Amount supplied is proportional to the number of frames spent pinned to the ground. Found this useful in a few spots in Silver Submarine when ink reserves were low. Additionally, I started documentation for the entire TAS project, once I get a little more organized I will publicize my findings because there is a lot going on in the background that's not obvious.[/img]
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GloriousLiar
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Kurabupengin wrote:
Great WIPs. Make sure to always backup your progress in the site's userfiles, just in case something happens.
Thanks, and I'll be sure to do that.
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GloriousLiar
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WIP 2 is up. It covers all of Arange Gorge: Ghost Grounds, Growth Grasses, and Mag Mount. The Boss Minigame I chose to do is Paint Panic. Link to video
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GloriousLiar
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ALAKTORN wrote:
Can’t you just do something like ———— instead?
Yes you can, and I actually use that to my advantage sometimes. There is a drawback with doing this, because as soon as you leave a line that you looped on, you exit the "spinning state" where you have the air wooshing around you. This will not carry over to another line so staying contiguous is generally better. However, if you do "————" then you can keep the fast spinning animation which includes the speed, but the air will not be rushing around you. It is a very unstable state, and is very difficult to maintain across multiple lines without dropping the animation and just going to a normal line riding state.
ALAKTORN wrote:
Why is your minigames input different between the first one and second one? Are they different, or did you just redo it slightly differently but without losing/gaining frames?
Input is different because the way you accelerate on the zip pad is constant so long as you are dashing, so the frequency of dashing is irrelevant. As for how you come to a stop, it takes a fixed number of frames to completely stop, and there are multiple ways of stopping movement on the ground that have the same end result.
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GloriousLiar
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Joined: 4/20/2016
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Hi all. Learning how to optimize movement in this game has been quite a challenge, but I will try my best to post everything I have learned so far. Burn Preservation I've also heard runners call it "Lag Cancel" but that's not really accurate. To put it succinctly, if you are riding a line you preserve the momentum of the line while transforming into burning. If you were in a normal movement state not on a line you would hang in the air for a few frames not moving. Ink Conservation Not sure what else to call this. Basically, if you have any ink at all, you can still get the maximum stroke distance from where you're drawing. However, if you have a lot of ink, it will take a lot of ink away from you. So if you do normal strokes up until the "last drop" you can do the maximum distance on the last stroke basically for free. I know a lot more movement tech but these are two very relevant tricks that show up often. I haven't worked on documenting anything else but I will try in the near future.
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GloriousLiar
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Joined: 4/20/2016
Posts: 63
Location: Texas
Game: Kirby: Canvas Curse Platform: NDS Author: GloriousLiar (me) Progress: Through Plant Plain and Tiny Town Link to video Link to video
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