Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
We resolved this publisher argument by saying that Spikestuff will calm down more (and give civilized suggestions rather than rage mode) and feos will accept feedback and fix honest mistakes (while staying calm even when the criticism is way too harsh).
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Other frame rate tests in this post.
Update:
NTSC (30000/1001) and double NTSC (60000/1001) FPS have been confirmed to be working as intended (no frames lost, no frames added).
However, consoles like NES or SNES output at ~60.099fps, so read as follows:
Update:
Be careful with the 60fps AVI movie files from the output of emulators. The framerate is actually closer to 60.099fps than 60fps (it's my fault for relying on Windows on the framerate on those, since it told me it was exactly 60fps). The duration of a frame is saved as 16639μs per frame. YouTube has a problem with dealing with framerates over 60fps (it carelessly drops a bunch of frames, resulting in a stuttering video, see this post for examples), so we need to convert it down to 60fps ourselves.
After converting, YouTube displays all frames*.
*(Though, it depends on how your file saves the framerate. If it saves it in fps then you probably won't have a problem. But if it saves it in duration per frame then it might be possible that you get a one frame drop once in a while, because 16666μs is not exactly 1/60th of a second)How to convert:
Since our encoding is done with AviSynth, I'll focus on that.
So you have your ~60.099fps file loaded in AviSynth. You now have two choices to convert to 60fps.
1: Don't drop any frames, meaning your movie will be played back slower and your audio will be played back with a (really slight) lower pitch:
Language: avisynth
AssumeFPS(60, true)
(The true is for the audio sync, if for some reason you want the audio to be unchanged and desync from the video you can omit it or put in false)
2: Drop frames to fit the timing of the game and audio, meaning it will drop one frame every ~10 seconds but doesn't change the audio or length of the movie:
Language: avisynth
ChangeFPS(60)
What follows below is the original post. The one where I uploaded a video with the original ~60.099fps (16639 μs/f).
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
I have experienced a few video players that just can't deal with specific codecs and thus fail to rewind properly. Usually VLC Player is the popular choice that works with a lot of video files.
So if you change the codec and it still doesn't work, try testing other popular video players I guess.
Or read the post below.
You replied after the info was already added.
If the info was added afterwards, then there would be the
Last edited by <name> on <date>; edited 1 time in total
annotation under the reply.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Alright, a submission.
So let me start this by saying: Good job at finishing this! I bet it took a lot of time considering how long this game is.
This room-based game is really fast-paced and you get a lot of different movement powerups while progressing. This means that this game is almost perfect for speedrunning and especially TASing and it looks really nice.
Though, having TASed this game myself (and posted a WIP), it's not too straightforward for a platformer. The improvements are usually only a few frames, but this game has a lot of rooms, so those frames add up.
Basically, optimizing this game is hard, but you can't easily see those slight errors.
And this is exactly the problem I have with this submission.
Of course I compared this movie to mine, and let me quickly list a few things that aren't optimized.
But first of all, this:
RNG is advanced by simply adding xposition + yposition + some music byte.
You can easily manipulate the RNG by changing your yposition... so by jumping. You shouldn't be wasting a frame for RNG except for complicated situations.
You lose a frame in the menu at the start (...seriously?).
You lose a frame in room 4 and room 5.
Then like 2 in later rooms. 4 frames in the second boss.
A few frames again, and then (for some reason) 4 frames here.
(As you can tell, this game is suitable for frame wars... if only it wouldn't be so long)
This is around where my current WIP ends, so I can't compare further. I didn't even get to the other movement powerups so that might be an important part.
I'm sure I'm biased towards not liking this too much, considering how much effort I put into my movie myself and how there are a bunch of places that aren't too optimal. And I don't see a problem with accepting this for now, but this game deserves a really good, optimized movie and I think this just isn't the one.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
pretty much the entire world would not even care if the TASVideos community was shut down - Well that's a given.
But does that mean you shouldn't take part in it? Hell no.
Pretty much the entire world would not even care if most of the other communities that exist were shut down. Why does that even matter? That sounds like you always have to strive forward to accomplish something that pretty much the entire world would indeed care for, while rejecting everything less significant in the eyes of pretty much the entire world.
Doesn't sound like a healthy way to live your life though.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
I have a big problem with this topic.
A bunch of these points sound like assumptions without any kind of citation or proof.
Not even examples?
I know you want to discuss this, but it's not really going to be a discussion if you can just say "not true" to like half of what's being said.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
I kinda would have liked it if you wouldn't have completely copied the input of my 1-1 strategy movie without saying a thing, as showing someone a strategy and copying input isn't really the same thing.
I mean I'm fine with it, but maybe you should consider asking for permission the next time you do it.
(Also it wasn't optimized at all, but I guess that's not too important because of frame rules ?)
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Yo fcxiaopengyou, your WIP is quite good, but there are still places that can be better.
For example you missed the trick with odd pixel values to go around enemies (as you can see here).
As you can see, I'm also doing a run of this, though, I don't get all the Teleporters as my goal is simply "all items".
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
so yeah i manipulated an item drop im gonna do a delayed goombella buffer into it where i goombella buffer but with goombella farther away her textbox takes an additional frame to pop up i can close out of the item menu because i had ten items i can throw away the item so now its still there so i can do this glitch all over again because of the delayed goombella buffer the textbox shows up in battle cause when you close out of item acquisition text boxes enemies are moving again lets me get into battle with the textboxes so now i have two textboxes open one textbox is on the first segment of the text the second textbox is on the second segment of the text and i can press z and a to alternate the textbox because i dont want them to line up on the same part of the text because otherwise theyll close at the same time if i press a i only want one textbox to close at the same time so im gonna go against the left wall im gonna face right im gonna use koops offscreen to start a battle im gonna switch to yoshi inbattle because koops is offscreen and mario is facing right the game spawns partners behind mario behind mario is to the left yoshi spawns out of bounds i can close one of the textboxes use yoshi who is out of bounds and teleport to his y position i can hit this spring that is constantly loaded even though its not supposed to below i can do another yoshi teleport we call it right underneath the floor in the middle of the room and get into battle with the other ember first strike him that causes my y position to barely fall after the entering the battle and i can double jump out of that into the loading zone right behind it!
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
You have to earn it! We still sometimes have a low amount of feedback in the discussion topics of submissions.
So, be active in the forums to be able to use cool features!
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Why would want to reverse engineer the strategies people already have? Are you assuming they found them by accident?
If you talk about creating strategies with a script, then I'd say I wouldn't assume that you can easily make a script that would help.
(It's like route planning, where a lua script by itself doesn't really make a difference, since you have to plan the route by yourself anyways)
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
It actually doesn't complicate the formula.
I'll edit this post once I have enough time to explain why it doesn't complicate the formula I guess.
(Or someone else does it for me...)
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
Each enemy player has a choice of 4 cannons to go in (say, A, B, C or D) and at the end the last player chooses 3 of them (say A, B and C), meaning he only wins if nobody entered the one cannon he didn't pick (D).
Since there are 4 cannons, the probability of an enemy player not choosing the leftover cannon is 3/4.
So with 3 players the chance of winning is (3/4)^3 ≈ 42,19%.
With N players the chance of winning is (3/4)^N.
Assuming the enemy players comunicate and always choose the best strategy, the chance of winning goes:
0 enemies - 100%
1 enemy - 75%
2 enemies - 50%
3 enemies - 25%
≥4 enemies - 0%
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
No I wasn't asking for a definiton of what philosophy means, thank you anyways.
What I actually meant was why you keep bringing up your philosophy stuff when there are already several people that clearly tried to explain how philosophy makes no sense here.
It's like a child who keeps talking about how Santa Claus clearly exists even though it already heard several people trying to prove that fact wrong, but simply ignoring them.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
I don't quite understand why you keep talking about some philosophy stuff.
No it actually depends on what your predefined ruleset is and which definitions and axioms you follow. Basically, it depends on the mathematical context.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)
Experienced Forum User, Published Author, Site Developer, Skilled player
(1971)
Joined: 10/12/2010
Posts: 1179
Location: Germany
I'm sorry I can't answer your philosophical questions, I'm just here for the maths.
(I'll assume you meant (1/2)n up there)
Now, the former is a valid mathematical statement with a valid definition and rules deriving from it (such as, for example, adding or subtracting limits).
The latter, however, is something made up by someone who forgot to give a valid definition, meaning you can't really use maths on them.
Let's do it anyways.
I don't know how you were thinking about proving the 1 + 2 + 4 + 8 + 16 + ... = -1 one, but let me give an example how people usually do it.
But let's try both of them, anyways.
(1)
1 + 1/2 + 1/4 + 1/8 + 1/16 + ... = S
multiply by 2 and you get
2 + 1 + 1/2 + 1/4 + 1/8 + 1/16 + ... = 2S
now subract and you get
2 = 2S - S
2 = S
right?
(2)
1 + 2 + 4 + 8 + 16 + ... = T
2 + 4 + 8 + 16 + ... = 2T
1 = T - 2T
-1 = T
Surely if (1) works (and it's even mathematically valid) then (2) has to work, too, right?
Now, even if there are other ways to prove (2), there is one important thing to remember: We're giving values to limits.
The only reason why (1) works and gives us the correct value, is because of definitions and proven rules. For example, let (an) and (bn) be sequences:
lim(n→∞) an - lim(n→∞) bn = lim(n→∞) (an-bn)
This is what is basically being used in (1) and (2). But this only works when (an) and (bn) are convergent in the first place.
It might sound strange at first, that you're unable to subtract or add sums and retain equality, but we're dealing with infinite sums here.
To apply basic mathematical operations, you first have to prove that they work as expected.
If they don't, then you might screw up mathematics if you use them anyways.
Warning: Might glitch to creditsI will finish this ACE soon as possible
(or will I?)