Posts for John11


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sack_bot wrote:
Wouldn't truly optimal Q-bert have no backtracking? At least in the first couple of levels before the monsters that help you out.
It's impossible not to backtrack some without using monsters or transport discs. Just look at the bottom corner tiles. There's no where to go except to backtrack.
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I love the commentary with the new TAS. I wish more people did that.
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jlun2 wrote:
grassini wrote:
https://www.youtube.com/watch?v=1GZJjBcw2ms Does this property of peach still exist?
Wait, does the mushroom only increase damage for items you generate, or anything you pick and throw?
I know in melee at least it increased the knockback of anything you threw (and probably damage, but I never checked).
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Zarmakuizz wrote:
How could Peach take that many mushrooms?
An Action Replay code I'd assume.
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I just did some testing and you can get a teleporter from a crate on stage 1. Also, it seems like the crate content is not determined until you open it.
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Scepheo wrote:
Derakon wrote:
Maybe I'm misremembering, then. I admit to not having experimented much with the teleporter. Pretty sure I've seen it used to teleport downwards in the remake, but that doesn't really say anything about Classic.
Can't, not in the remake either. That key combination (down + use) just drops the teleporter. EDIT: Watched the movie, holy cow that was awesome. I'm wondering how fast this can get. Meddling with the initial system time in Hourglass could help with getting better levels, as it seems the gambling is far too time-consuming and I think you could do with a lot less bombs. I guess stealing from a shop would be fastest, as you're insanely fast (won't get shot) and the jetpack doesn't really seem necessary (doesn't make you fall faster).
You can most definitely teleport downward in Spelunky HD, but you have to be in the air first (so jump then press down and use). Can you get teleporters from crates in Spelunky Classic? I know you can in HD. If you can, then the best seed would be one that gives us a crate right near the start with a teleporter.
Post subject: Re: Spelunky
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Patashu wrote:
John11 wrote:
EDIT: I may have spoken too soon. It does run and will record, but save states are causing it to crash sometimes at the moment.
What OS/xx-bit? Have you tried fiddling with the threading options?
I have messed with the threading options without luck (disabling it makes the game unplayable). I'm on windows 7 64-bit and from reading a bit it sounds like that doesn't play well with multi-threading in Hourglass. I might give Windows XP in VirtualBox a shot and see if that works. It seems like usually a save state will successfully load once, but if I try it again, it crashes.
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So I decided to give Spelunky a try in hourglass, but I have the steam version, so that doesn't work. But Spelunky Classic does work in Hourglass r81! I think this would be a great game to TAS if anyone is up for it. I might play around with it tonight to see if I'm up for the challenge. If anyone has the non-steam version of Seplunky HD and could give that a try in Hourglass and let me know if it works, I'd appreciate it as I'd much rather TAS that version. If anyone wants to try out Spelunky Classic, it is avaible for free here: http://www.spelunkyworld.com/original.html EDIT: I may have spoken too soon. It does run and will record, but save states are causing it to crash sometimes at the moment.
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Radiant wrote:
Looks good. Could you please explain why you didn't use the trash can to go to Lavos at an earlier point in the game?
He needed to get the Green Dream to do the Elixir glitch. The Green Dream can only be obtained after visiting 12000BC.
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That was a lot more entertaining than I expected. Those are some cool glitches. Yes vote.
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I think Thomas Was Alone could make a great TAS. It only requires keyboard input too!
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He's currently about 1 hour from the WR if anyone wants to tune in to watch it.
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So awesome! I've been waiting so long for this. That new E50 strat was amazing.
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Radiant wrote:
John11 wrote:
Voting yes for vault. I liked the music and the game concept was pretty cool.
"Yes" votes are for moon tier, not vault tier.
Ah. I wasn't aware of that. In that case I'd still vote yes due to entertainment, but I don't think it belongs in moons due to game choice.
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Voting yes for vault. I liked the music and the game concept was pretty cool.
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I voted yes, but I'd still prefer the non-glitched ending. I'm guessing I'm not the only yes vote that would prefer the non-glitched ending. The solution of having both versions available in the publication seems like a good idea to me.
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Warp wrote:
John11 wrote:
It's a cool run, but it doesn't belong here.
The off-topic subforum can hold it just fine.
True. I guess I just assumed he was talking about publishing it on the site.
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This won't be published here for a couple reasons. First, he would need to submit it or give permission for it to be submitted. Second, this isn't tool assisted or optimized. It's a cool run, but it doesn't belong here.
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I haven't gotten around to playing this yet, but I was thinking the other day that it would be awesome to TAS. I hope that it works in hourglass.
Post subject: Re: RNG solved, how to put into lua script to make predictions?
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antd wrote:
Unfortunately I don't know any high level languages. I'm sure this can be written in all of 10 lines in C :-P Anyway, I have no idea how to write a lua script that will calculate all of this (I'm only really familiar with assembly). I would appreciate if someone could help make this into a script so that I can know if a critical is possible on that frame. I will need this for when I start my 'glitchless' run, in order to optimize boss battles. I suppose more information may be needed for this script. In this case, what else is needed?
I'd be willing to give it a shot, but I'll won't have time to mess with it until late next week.
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I could have sworn I've had that happen to me in normal console play as well, but it's been a long time so I could easily be misremembering.
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Bisqwit wrote:
I created two new ones a few days ago. Just a Drop: A minimalist map. Oscillation: Two cubes, some lasers, and a track platform. EDIT: Third one: Trap Door: This one is rather unorthodox. You will need to use a certain glitch. And a few previous ones that I don't think I have posted yet: (Cooperative) Objective: You need cooperation and wits. This is my favourite. The Orientor: It's simple. Just do what you have to do. There is a simple solution and a difficult one. Unpoignant Drop Combo: Three successively more difficult fling challenges in one. Blue Lore: Another minimalist puzzle. (Cooperative) Synchronized Flinging: Like most of my puzzles, this one does not involve difficult maneuvers, but it is very difficult to solve, because the players essentially must think as one. In one or more of the maps involving out-of-box thinking, I try to train the player with the concepts involved in the map with easy puzzles before going forward with the hard puzzles. If you try solving my puzzles, I would appreciate demo files / video recordings of your progress from begin to end!
For some reason it won't let me download Just a Drop, but I played through the rest of the single player ones. Here are my blind playthroughs: Oscillation: I'm pretty sure this wasn't how it was supposed to be solved... Link to video Unpoignant Drop Combo: Noticed a bit of a shortcut here as well. Link to video The Orientor: Did I do this right? Link to video Blue Lore was my favorite, but sadly I forgot to press record when I played it.
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Holy bomb-bouncing bomberman! That was amazing! You did a great job of making a slow paced game feel very fast.
henke37 wrote:
Why the suicides?
There are two early on where he suicides to get gold cards that are underwater. Otherwise he'd have to spend time draining the water first. There is also one on the ice stage where he suicides to get back to the top of the hill faster.
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Baxter wrote:
Nice movie! The intended route requires traveling back to the first Island again after reaching the second. Did you do that? It's been a long time since I made any Portal 2 maps, but since my last post, I did make a couple more. The two best maps among these 'new' ones are 3x3 and Flipping Funnel, so be sure to try those too :).
The way I did it was I used to pit to raise me up to the blue funnel which carried me back toward the first island. My portals fizzled, then while still traveling back in the funnel I shot portals to move the ball out of its holder and reverse the direction of the funnel. So I never actually landed back on the original island, but I did travel in the funnel back over it. Same basic idea though I think.
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Baxter wrote:
Made a new map again after quite some time: Two Islands Let me know what you think :)
Tricky map. I'm pretty sure I figured out how to solve it as intended the first time, but here's a 7 portal least portal run: Link to video