Posts for Lex


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Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Dada wrote:
Nota bene: since nobody seems to be working on an SD encode, I'll make it. Please let me know if I'm wrong. edit: basic encode is nearly done. After that 512kb. [88.9%] 125359/141088 frames, 4.11 fps, 1469.73 kb/s, eta 1:03:48
turska made a nice one.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Nitsuja's commentary on that subject in his post is good enough. Also, of course helping with a project by answering related questions and allowing its ongoing effort and release is approval.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Before someone says "The English version is not official!" here, please read this post: http://tasvideos.org/forum/viewtopic.php?p=292102#292102
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Tub wrote:
Huh? When playing, I was under the impression that carrying around puppies or curly affects your movement speed and jumping height. Am I imagining things, or are we talking about different things?
That was a placebo effect unique to your particular experience. They don't slow your movement at all.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Tub wrote:
Do you have numbers how much dog-hat and curly-hat slow you down?
They don't.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
The Aeon Genesis translation is official though. Pixel himself even helped with and approved it directly. It says so in the readme:
---------------
3.Patch Credits
---------------
THE CAVE STORY TEAM
Main Team:
Gideon Zhi - Project leader, Hacker, Translation
Shih Tzu - Lead script translator

Special Thanks to...
--Shih Tzu, for facilitating contact with Pixel himself
--Pixel himself, for creating the game, allowing us to produce an
  English version of it, and for putting up with what must have
  seemed an awful amount of nagging questions on my part :) You've
  got the patience of a saint, and this wouldn't be done without
  you!
--sandcrab, who produced an alternate translation of the text for
  Pixel. It is, as yet, unpublished.
--Tomato & Bugcatcher, for helping out on a couple tough bits in
  the text. Cheers!
I voted the biggest "Yes" I could vote. This is the TAS I've been waiting for, and it's beautiful. By the way, I watched what you called the "temporary encode", and it looks/sounds perfect. This TAS definitely deserves 50 fps and a good video player with nearest-neighbor scaling (or better, pixellate (like maister's Cg pixellate shader), but I still haven't found a video player that can do that).
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Warcraft for DOS is awesome. I would love to see a TAS of it. I grew up with that game.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
This sounds like a heck of a lot of work; writing configurable mini-bots for every section (or gameplay type) within a game. It sounds like it wouldn't be worth the effort to write the bots. When you've written an example, I might feel differently. However, for the record, unlike the other posters in this thread, I completely understood your whole concept. You explained it very well.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
FODA wrote:
I've yet to see an anime that fares better at storytelling than its manga counterpart. I thought the Death Note manga was brilliant... Not sure about the anime, haven't seen it.
The FLCL anime is far better than the manga.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
11:54:30 <scrimpy> err, well, the question is on wether size may become an issue 11:54:47 <zid> size? 11:55:06 <scrimpy> well, hypothetically 11:55:13 <scrimpy> a search would return 10.000 results 11:55:33 <zid> oh noes, a 1MB file! 11:55:36 <zid> whatever shall we do! 11:55:43 <scrimpy> yeah, so that's no problem? 11:55:54 <zid> 1MB files going to fill your hdd up? 11:56:00 * zid checks if it's 1989 11:56:09 <zid> Nope, not 1989, what's the problem? 11:56:25 <scrimpy> goodie, so that's okay
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
No.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Yeah, the screenshot is a jpg for some reason. Can we get a png replacement?
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I think that might still not produce accurate audio. To be accurate, should each sound effect's length be the same as in the original video, but start at the same frame? This would require a re-dump at a throttled 30 fps, if possible. The sounds in the original video sound like they would be correct, but are just played more often than they should be, simply due to the speed of the gameplay. However, I haven't played the game so this is all just a guess.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I enjoyed that 30 fps YouTube version. The encode was simply slowed down to 30 fps, right? Was the audio simply a stretch? The pitch is lower, when I thought it shouldn't be.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Brandon wrote:
The creator of this game actually suggested doing this on the TAS thread I made in the GMC. This could be the first TAS that a game developer has actually endorsed. :P
Deadcode and CyberShadow are both the current official maintainers of the commercial game, Worms Armageddon, and both wrote tools for TASing. Deadcode currently holds roughly half the mission TAS records (and I hold the other half).
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
What a badass. Alone, he travels across half of Japan to save the day without anyone knowing probably just because he wanted to test his skill as a samurai. I voted yes because I enjoyed it thoroughly.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
That may be so, but that isn't definitive since many different PC CPUs were in use at the time. Also, the game still works. Who's to say what hardware it's to be played on?
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I agree with jimsfriend. There's no reason to limit the number of categories any game can have, assuming all the categories are not arbitrary, as he explained.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
That's weird. Your "Y inside" and "Y velocity inside" were different, but everything else was identical. Edit: Oh, "Z inside" was different too.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Rayas wrote:
Yes and no. It aims for speed BUT it plays with elements of gameplay to offer something new (see, that's a big but, it's even in caps). So, no, it's not a playaround, but it can be compared with. Dunno if I'm really clear. I need to drink less.
Fixed that for you. ;D
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
It's emulated well, especially considering the CPU speed the game was made for is arbitrary, considering this game would run at many different speeds on different machines. Who should decide which speed to use? "The emulator's default speed" is the most reasonable decision. The game shouldn't just not have a published TAS because it happens to run at different speeds on different machines. I watched the movie just fine, proving it's not unwatchable. A slower encode could be made for slower viewers. "Mr. TAS" played with ludicrous skill, which was entertaining. There were significantly more "yes"es than combined "no"s and "meh"s. I enjoyed this TAS more than many of the TASes I have seen on this site. Although I respect FractalFusion's ability to judge for this site, I disagree with his decision for this particular TAS. I'm just posting my thoughts here, and am not upset at all despite my concise writing style which could be interpreted as angry. I have no attachment to this TAS beyond the entertainment I received while watching it. I also don't think my views should be universal, despite not using "in my opinion" everywhere.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Yes. You're right. It would be silly to go through again and find the frame numbers for all those screenshots since most of them won't be used for the publication. Tasvideos uses lossless png format for screenshots. Lossless just means that upon saving, the exact pixel configuration of the entire image is maintained perfectly, at the expense of some disk space. They look identical to the original uncompressed emulator output. Jpeg images (which are inherently lossy) are usually smaller for complex images, but have visual artifacting when compared to the original image, so there's some quality loss.
Lex
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Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Your screenshots are lossy jpeg format. Since that's true, you should include frame numbers so the lossless version of the one most preferred can be easily retrieved.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I watched it. It was great. It should be published alongside everything else since there's no reason to "obsolete" videos of other categories.
Lex
Experienced Forum User
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
We have sorting and scrollbars. There's no problem with having unlimited categories. It's not like a publication causes problems just by existing.
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