Posts for Inzult


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Experienced Forum User, Published Author, Active player (423)
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This wasn't even published an hour ago. I'm sure the editors will get to the description, if we allow them a bit of time.
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The Kins wrote:
Gigafrost wrote:
If/when you make more know that I'll be yet another person looking forward to seeing it. :)
There will be more - I have four months or so of holidays starting today, and these only take an hour or two to make each.
Summer holidays in the middle of winter? That's crazy you're crazy. But make as many as you like. I'm finding them very enjoyable :)
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The Kins wrote:
but honestly, let's not argue over these things!
This is the wrong forum if you're looking for not arguing, I'm afraid :( Really cute animation, though. I liked it.
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JXQ wrote:
I threw in a reset at the beginning and it synced through, so this fcm should be accepted by the site, if I did things right.
Thanks, JXQ, you're a star, pink though your avatar may be. I'll watch it just to be safe when I get home, and go from there.
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Whoa. The level design really leaves a lot to be desired :( But I am a fan of well executed RPG runs, and this looks like it's well executed, anyway. Good work.
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JXQ wrote:
10
j
JXQ wrote:
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x
JXQ wrote:
17
q What do I win?
Experienced Forum User, Published Author, Active player (423)
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I'm still not going to watch it as to not spoil myself, but I would like to encourage you with some "keep it up!" and "good luck!" Also, the prospect of subtitles during the ship graveyard amuses me; "Butz and Galuf have just discovered Faris has breasts."
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I just figure that since Squashed wasn't released, it might save some trouble using the official release. But, maybe it doen't even matter what version you use, consdering how little seems to be changed. edit: On another note, I got around to testing a bit today. Thanks to the dash, movement is indeed fairly complicated. I'm not sure the best way to approach this game. edit again: Oh, okay. If you hold B and keep jumping as soon as possible, you seem to keep your dash speed. Should be easy enough to make. There doesn't seem to be any lag to worry about, at least in the early going.
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I had a really hard time watching that. I guess my brain can't do four things at once. That's a good thing, I think. Keep it up, guys.
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tmont speaks the truth in both cases. As coauthor of the TAS, though, I'm posting anyway in case it helps legitimize the answer. Yeah, fairy moves freely on the elevator, and Link does not. So Link has to use his sword to bounce, whereas fairy can move to cover that distance. And unfortunately, you do have to call up the menu screen every time you want to cast a spell, even if it's the same spell.
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It says right at the start it's a montage. We should probably contact him and ask him to pun in "this video is made with savestates and rerecords" in white letters across the bottom quarter of the screen periodically throughout the movie to avoid any confusion...
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Truncated wrote:
The second one sounds a lot like an old PC game where you rescued babies falling from a house on fire, by moving around a trampoline on the street, bouncing them into an ambulance, I think. I don't remember the name.
Now, that I do know. Bouncing Babies. That was my first thought as well, but, well, it's not quite what's being described...
Experienced Forum User, Published Author, Active player (423)
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Looks like a pretty cute game, but it was only exists as a prototype. It might be better to use Ninja Jajamaru: Ginga Daisakusen. That aside, you don't need any playing skill, really, to make a TAS. Just patience. Relying totally on savestates is a good thing. But this game sounds like it may have complicated movement...? I'll look closer at the game (ie play it) another day, what with being busy and all. But if you want it done, I'd wager you could do it if you have the time and energy. edit: Looks really good for a TAS, by the way. I'll start a testrun when I have time if you really don't want to do it.
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Inzult wrote:
edit: though... maybe going right at the start of palace 4 to kill the 2 stalfos to make up the kills for the 6 count would have been faster? I'll check that out tomorrow.
This seemed like a simple solution, but still wound up being 15+ seconds slower. So for now, I'll say yes. Not using up&a at the end of palace 3 really is faster.
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tmont wrote:
-Is it really faster to not use up+a after the third palace? -Ooh, you used my route through palace four! How exciting! [beat Carock, re-enter and get Boots, up+a] I was very proud of myself for figuring that out.
-It is slower to walk from palace 3 to the dock vs using up&a and walking from the start. But, not only does it set up the red jar drop by not using up&a for palace 4, it makes the overworld around the town to skip the 'forced' squares a lot more manageable. May not be applicable for a speedrun. If I recall correctly, my partner tested that route through palace 4 without using up&a. I also remember him telling me he tried out other ways of adjusting the drop. He'll have to come by and verify later. edit: though... maybe going right at the start of palace 4 to kill the 2 stalfos to make up the kills for the 6 count would have been faster? I'll check that out tomorrow. -It's a good route indeed. I can at least verify that it's faster to do the boss, the boots, then up&a, even though the walk to palace 5 is longer. But not my idea, I'm not the idea man apparently.
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I don't really see what's bad about figuring out what the best solution ought to be, even if it isn't humanly feasible to find it, then figuring out a way for that result to be found another way. Be it programming a robot to troll for the solution or what have you.
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NecroVMX wrote:
It helps to remember this, and respond accordingly when confronted with these situations.
Copypasting livejournal entries is the proper way to respond to passive aggression. Gotcha.
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Mukki wrote:
some posters can be very pompous and arrogant where it is unneccessary.
I think that's an understatement.
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Unfortunately, JXQ, you cannot save this awful game from being awful. The last level was especially awful. Though I've never made it that far, so it was neat to see it, at least. Levels 1-3 were interesting enough, because of the quickness. It looked well run overall. It's just too bad it's such an awful game. Mixed reactions.
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JXQ wrote:
FractalFusion wrote:
There's a sandbox.
How does one edit this sandbox without being an editor?
Log in and click 'edit'. Worked for me.
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Haha, fantastic. Very enjoyable. Thanks for this one ;)
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Any progress, Mukki?
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Well, I can't sleep, so here's a testrun As far as I can tell, this is the quickest way to ten million. If I can keep the balls more in sync, I can exploit extra multipliers on the vortex shot because you are awarded the multiplier after falling into the launch chute. And as you can see, the balls can pass through each other. This may save an extra solar ramp shot, the points woud probably easily be covered. Also, I can increase lateral movement by tilting the machine. I paid some attention to that, but not too much. Also, there are a few instances of me finding a quick solution rather than waste my time finding an elegant one. Even still, 3:17 to get ten million points, die 3 times and enter my name on the test. This is a more accurate idea of what I was thinking of for this game. What do you guys think: A/R/F?
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Okay. Mild yet cautious interest. I'll take it :D
qFox wrote:
You get the creditlist for reaching a lower score I believe, but maybe it's just beating the #1 score.
This is exactly right. Which is why it's such a weird number. The top score is 9,983,270.
qFox wrote:
Perhaps reaching the last world is best. Has anyone checked what comes when you go through the entire cycle twice? (so once with the triangle balls)
The cycle of balls is supposed to be independent of the cycle of tables. I think it's related to your cycle through the planets. After the cheese wedge shapes, you get cubes. Short answer: I haven't tested, but I doubt anything happens. Anyway, the time needed to clear all tables should be about the same as the time to get the high score*. The rejected run almost gets enough points. The main difference is the time that is wasted by the game pausing for the digitized voice (and maybe using the solar ramp*) can be worked out, but is replaced (and surpassed) by needing to lose 3 balls to get the gameover screen. *Still testing the possibility of getting one ball stuck in the vortex. If it's possible and the vortex multiplier still goes up, then the high score can be reached much, much faster than clearing all tables. The ingame time can be optimized over the rejected run by quite a bit. Also, it may be worth considering both clearing all tables and getting the high score.
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I was fiddling around with this game the other day, and I got to testing, and I got to thinking it may make for a good movie. I watched the rejected submission, but unfortunately, it didn't look very much like a TAS. The goal in that run was to play through all the tables, but that doesn't make much sense to me. Plus it was weird to see the movie end in the middle of play. There are credits if you get a certain score (9.98 some-million). So there is an ending. Is anyone interested in seeing a more polished score attack, or should I just forget it? I would have to get a gameover to get the credits. I'm not sure how to make failure interesting, but I bet there's a way.
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