Posts for Johannes


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Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
FILIM0NAS wrote:
Can you leave the pillar and travel with hyper-speed?
only to the left or right
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
bkDJ wrote:
z0MG wrote:
monumentum
hee hee. Actually, why do you guys keep saying momentum when you really mean velocity? Does mario's mass have anything to do with this? :v
stop making fun of me. :< okay, velocity then.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
And I was the one to discover that the velocity keeps increasing through wallkicks D:
Silent_Slayers wrote:
In short, you can't "BLJ" forwards because every new longjump resets acceleration. Wallkicks are special in the fact that if you press "A" on the first frame possible for a wallkick, you will keep building up speed. If you double jump from that wallkick, you lose a significant amount of speed, much like jumping in a BLJ.
Exactly. Except BLJ's are special, since they build up speed much faster than keeping a LJ going.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
Wouter Jansen wrote:
z0MG wrote:
you can blj forwards
that made me laugh
:P I'm so used to saying blj. I meant getting mario stuck in the same way btw, this is a much faster strat for wall kicks will work than in previous runs: http://www.youtube.com/watch?v=oaDYDW2nxAU
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
bkDJ wrote:
Ver Greeneyes wrote:
How are the values stored? It would be vaguely amusing if you could design a (massive) area so that the value would overflow and you'd stop dead for no apparent reason after going at light speed :P
If they are stored as floating point numbers, they can't overflow, they just get less and less precise. And I'm not sure but I think fixed-point doesn't overflow either. Anyway, if there is no cap on forward motion, and assuming BLJ's are used because forward motion causes mario to enter the "knocked back" state when he collides with a wall at a high enough speed..., does that mean that forward long jump spamming could reach the same speeds as BLJing in areas where walls aren't used (such as on staircase edges)? Not that it would really be useful since those areas tend to be small and reversing speed helps mario spend longer on them and so on, but thought I'd ask.
lj'ing in blj areas forwards doesn't build up speed. it's the same as sliding. if you slide forwards, you stop when you land. if you slide backwards, you start running backwards at hyper speed when you land. and AKA, no, there's no cap for the dive/LJ speed. it keeps increasing until you hit the ground. for dives, landing to roll doesn't cap the speed, only landing after the roll. yes, even if you dive again at the first possible frame.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
I tested it and it's slightly slower.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
Comicalflop wrote:
I think the point of Bloobiebla's run, which is to complete all temples, is lost when you beat the forest temple as a kid in 20 seconds like in SwordLessLink's video. As I stated earlier, I think if you're going to take the time to beat all the temples, you may as well do so as intended and beat the temples fully, rather than skipping most of them just to save time in a run where the fastest time is not the goal but showing off the entirety of the game.
I strongly disagree. The run aims for the fastest time collecting all stones and medallions. The point is is to show off the glitches and strategies that won't be used in the fastest run because of the RBA/ToT skip tricks. Using glitches is way faster and way more entertaining than playing through everything as the programmers intended. And Bloobiebla's doing great, the run is very entertaining so far.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
bkDJ wrote:
z0MG wrote:
Please use Megaupload instead. it allows 250 MB..
This is getting pretty off-topic, but I doubt I'll use megaupload. It allows 500MB, actually, but it's full of ads, and is really slow. Or maybe I will. *shrug* Whatever the case, it's not important for now. And the "edit" button is there so you don't have to make 2 posts if you forgot something.
It was a mistake.. I doubt many people really care about the ads, and no, it isn't slow. I always get 300-400 kB/s. Enough off-topic for now.
Soulrivers wrote:
Obviously it is, but even a beginner TASer can pick up the N64 and make very good TASes, as showcased in Bloobiebla's WIPs.
You still don't make any sense :/
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
bkDJ wrote:
OmnipotentEntity wrote:
Ver Greeneyes wrote:
Or compress (read: store) it using a format that can split the resulting archive into multiple parts. WinRAR can do this, and probably many others. If you're worried about forcing people to get a decompression tool, just make it a self-extracting archive.
No, please, don't do that.
Well I was planning on making a video from poweron to like the 2nd or 3rd adult temple (when that WIP is made) cutting out all the cutscenes over 20 seconds. In the event that it is larger than 100MB, I'll just use linked mkv files. i.e. they can be played separately, but if all the files are there, opening the first will play all of them. Or something. But don't worry I won't use split archives.
Please use Megaupload instead. it allows 250 MB. sorry for double.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
Soulrivers wrote:
You are truly proving me wrong on the N64 being the bane of beginner TASers.
that makes no sense, 3D games are harder to TAS..
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
bkDJ wrote:
Damn it, 113MB is more than mediafire allows per file. Had to make a lower quality file, which is why it took so long. Also sound desyncs slightly after the reset... I forgot this game did that. Nothing major. Latest progress, 18 minutes, 43MB
use megaupload.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
how is this about working download links? the problem is that there's no uploaders. you can always use the key input movie.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
Phallosvogel wrote:
You are very talanted, promising WIP But why the hell aint you working on a run that uses the DoT skip? Or is this just to practise your TAS skills
1) SL (and AKA I think) are working on one 2) this is a lot more entertaining
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
chaosv1 wrote:
I must say that this WIP's amazingness melted my face... it would be a crime if the run was rejected If the rest of the run is even half as entertaining(which I doubt seeing as how I love the adult dungeons) it will still be the most entertaining TAS id have ever watched
Couldn't have worded it better. Bloobiebla, I hope you keep up the great work.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
Titus Kwok wrote:
Yeah, I had that problem too... the input wraps around the side when it goes too far. Makes it really hard to play a game with a joypad when you can't use full input, but you just have to limit maximum value.
it's a TAS input plugin 0.6 glitch. it's mentioned in the thread.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
just set it to 127.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
it crashes :(
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
please fix it so m64's can be saved.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
iPod nano, 2 gig.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
the soundtracks for both games are avalible on CD, with a lot better quality. you should find a torrent.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
Swordless Link wrote:
and excuse my noobiness yet again, but why can't you just press "no" when it asks if you want to continue playing when you die after falling into the void at ToT? Yes, I tested this last night and it puts you at the start of the ToT when you reload the file. It begs the question of why people are getting worked up about how to return to the start of it when this simple solution is obviously possible.
knew it. :D
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
Phallosvogel wrote:
jesus, yeah. this is how it was done in the past. isnt anybody reading what im writing...
excuse me? when did you say that?
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
Raiscan wrote:
z0MG wrote:
z0MG wrote:
sorry for my noobiness, but why does the DC superslide save time?
and excuse my noobiness yet again, but why can't you just press "no" when it asks if you want to continue playing when you die after falling into the void at ToT?
I've learned that when it comes to TASing (and many other things) if it seems obvious, its probably been tried. This was mentioned a couple of pages ago, I think. In great detail. You end up back in the ToT Master Sword chamber when you die.
I have to start explaining stuff better =/ I meant pressing "no" when it asks you if you want to continue playing. that returns you to the start menu, and after you select the file, you should spawn at the default AL spot, which is ToT, outside DoT. it has probably been tested, I asked mostly out of curiosity.
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
z0MG wrote:
sorry for my noobiness, but why does the DC superslide save time?
and excuse my noobiness yet again, but why can't you just press "no" when it asks if you want to continue playing when you die after falling into the void at ToT?
Experienced Forum User, Published Author, Former player
Joined: 12/1/2007
Posts: 425
sorry for my noobiness, but why does the DC superslide save time?
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