Posts for Inzult


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Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Inzult wrote:
Any progress, Mukki?
Experienced Forum User, Published Author, Active player (423)
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comicalflop wrote:
Spider-Waffle wrote:
I was thinking if you don't need the speedometer all the time it'd be nice to switch to the map...
I really need the speedometer to keep an eye on my speed...
After the course is done, is it possible to add in the extra button presses to the .m64 to call up the map/go back to spedometer with, say, a hex editor? Or would that change luck/cause desynchs/other problems I can't think of because I'm tired? It seems like it should be fairly simple. That way you can keep an eye on the spedometer while working, and still have the map appear periodically to show what you're skipping or how far ahead you are. Switch back when appropriate, obviously.
Experienced Forum User, Published Author, Active player (423)
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Resetting the analog stick in the wrong position so that the character automatically walks froward is no faster than actually holding forward, as far as I know.
Experienced Forum User, Published Author, Active player (423)
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Every time I log onto the forum, I wonder how you guys are going to outdo yourselves in the ridiculous pointless nonsense department. You never fail to disappoint, though.
Experienced Forum User, Published Author, Active player (423)
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I still intend on doccumenting, at least partially, my next run with my DV camera. You know, if I ever find some free time.
Experienced Forum User, Published Author, Active player (423)
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Axemanz, are you planning on revisiting ff1? I could use that shot of nostalgia. And just to emphasize it. Gargoyle's Quest 2
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Pokemon has no hard mode what on earth are you people on about?
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
AngerFist wrote:
This is a very disturbing community :D
I think Hero of the Day looks actually quite normal. It brings our average back up a bit.
Sami wrote:
Awesome beard :D
Thanks. I get that a lot, if you can believe it ;)
Shinryuu wrote:
holy **** Inzult is really hot person....
...Well! I'm trying to think of something to say to that. I'll let you know if I come up with something. Thanks, I suppose.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
Cheers guys.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
Posts: 650
Location: Canada
ShowTime wrote:
stuff.
ITS SHOWTIME I thought you were kidding, man. Go back please. Please.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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My name was going to be Phil, since it is Phil. But some other member was already using it. ...maybe I should ask for it now? :o
Experienced Forum User, Published Author, Active player (423)
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Enjoyable read. Very true. I may just pass the link on ;) I was going to make suggestions as well, but I have decided that I don't actually want to.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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Deep Loner wrote:
Is there some reason this movie hasn't been accepted yet?
It's probably because everyone hates Mario. Movies like this usually take 8 or 9 months to get published. The fact that it was submitted this year is a detriment.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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Wow. :) Thanks for that. So entertaining.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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nva-chan is cute, that is why we call her nva-chan
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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Hey, I didn't want to bump this before I had news, but I'm going to have to. I was looking into routes and I have a question: Does anyone know how to access the dashed-line paths? I was trying out the purple route, but when I got to the dashed-line path, I couldn't play it until I played some other level first. Needing to backtrack would make the green path or the blue path the only real options. And considering how the Firefly fight looks, it's pretty much the green path all the way.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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>Why did you use this version of the ROM? I don't know. It's just the one I have. There doesn't seem to be any problems with it, though. >Any idea why the loading of areas is so slow in this game whereas in other similar games (at least Battle for Olympus to my knowledge) it isn't? Uh... no >I'm also confused as to whether the game knows what it's doing sometimes or not, let me see if I can explain: when you enter the house to get the downward stab you have to wait for a while for it to load area you can walk through instead of wall, but in the Great Palace you can drop through the bridge in that little hole to the bottom floor when it's not even (visibly) there. This is just one example among many I'm sure. Any explanation? Enemies and townsfolk seem to load at the same rate as the graphics. Too slow for my liking! They aren't actually there until you can see them onscreen (exception: guys that teach you spells). What's happening when I'm getting downstab is I'm scrolling right slowly enough to get the townsperson to load.
Experienced Forum User, Published Author, Active player (423)
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TGPrimus wrote:
I have a ton of question as to wtf this is (excuse my noobness).
Hm. I don't exactly explain what is happening in the submission text, do I? I only really talk about what was improved. I should probably do that. Quick & dirty overview: Pressing left and right at the same time can set Link's speed above his normal top speed. The game doesn't have any check for if Link is moving faster his top speed because it normally just stops acceleration at a certain point. If you jump, Link's speed does not go down. If you jump on the first available frame, Link's speed never goes down. If you press forward for one frame while Link's speed is at the highest possible number, it wraps, and he's instantly given top speed in the opposite direction. That's the basis for pretty well all the movement. The graphics can't keep up to Link's position, but the walls/floors do keep up. Which is why it looks so broken. And, uh. The healer glitch... breaks... everything. Some number is overflowed by walking into doors that don't exist, basically. So after that, Link is frequently placed in the wrong position, in the wrong room while traveling between sidescrolling screens. I've been meaning to put together something explaining things a bit more technically a la Battle of Olympus tricks. I'll get around to it. Probably.
Experienced Forum User, Published Author, Active player (423)
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Hey, maybe I'll use my dvcam to doccument the next tas I work on, since I like this idea. Not that I think the average person would find it particularly interesting, but someone somewhere might find it useful/informative.
Experienced Forum User, Published Author, Active player (423)
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jaysmad wrote:
But isnt having the fastest time possible the main goal? I mean who cares how it looks! But for one frame, i guess it was a good idea to make it smoother to watch.
The last hit is still delivered at the same time. I jut had to be a few pixels farther to the right.
Experienced Forum User, Published Author, Active player (423)
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jaysmad wrote:
There is one thing i dont get. Why is the cancelled one 06:13.07 and this one is 06:13.08?
Because I hexed in a new overworld, I had to end the movie 1 frame later as a result of of a change in timing of the Dark Link fight. I had to reduce Link's velocity a little bit more for the last hit to avoid getting hit myself, and therefore losing the fight. PS, it doesn't hurt my feelings if someone doesn't like my run and votes 'no'. There's no sense worrying about something I can't change (ie, someone's taste). The bigger an asshole they are about it, the easier it is for me to ignore. I find bickering about the validity of that vote to be pretty annoying, though.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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That was magical. I want more.
Experienced Forum User, Published Author, Active player (423)
Joined: 9/27/2004
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CtrlAltDestroy wrote:
I know the real issue there is with the lag caused by all those enemies. That is a little bit noticeable. I liked how you improved the falling-into-lava part in a noticeable way.
The overworld lags even when there are no enemies. Especially the area around palace 4. I pay attention to lag, but there's usually not a lot you can do. And thanks. I'm glad the actual time saver didn't go unnoticed :P
Experienced Forum User, Published Author, Active player (423)
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You know what? I agree. I'm going to work on it more. I should have been less hasty submitting it.
Experienced Forum User, Published Author, Active player (423)
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Nach wrote:
Regarding this run, I have to vote no because you didn't pick up a shell and use it to jump over a pipe by bouncing it off the wall while jumping with it like JXQ did.
This isn't the first time I've laughed while lurking this forum. It won't be the last time. But for various reasons, from personalities in this thread to discussion by other people in other workbench threads this will probably be the longest and hardest laugh that I'll get. So I vote yes to this joke. I haven't seen the run yet so I'm more devoid of actual comments than usual. Just wanted to say that.
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