Posts for NrgSpoon


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I noticed the midair jumping in Pirate Man with L.Bolt (around 53100). Why don't you use that more? I think a good place for it is the museum revisit, instead of waiting for the raft.
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I'm just saying for the purposes of NES level programming, it's pretty darn close to a circular path.
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Language: C++

struct point{int x; int y;} class rotator() { point center; point pos; int xvel; int yvel; void move() { if (pos.x < center.x) {xvel += 1;} if (pos.x > center.x) {xvel -= 1;} if (pos.y < center.y) {yvel += 1;} if (pos.y > center.y) {yvel -= 1;} pos.x += xvel; pos.y += yvel; } }
It's something I just quickly wrote, but isn't this a way you could approximate a circular path without having to worry about sin/cos code? I used structs and classes for readability sake, but all you need are the six variables: 3 x,y pairs for the position, center, and velocity. Basically, all it does is orbit the center by accelerating towards it. You could use similar code for a wave by just making the horizontal a constant speed.
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You wouldn't be able to rewind to build up knowledge, because once you DID rewind you'd lose that knowledge. Imagine you're a character in an RPG. You can't just grind, then go back 40 hours, and still have all your experience.
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Watching this run just makes me sad that it wasn't a Shantae TAS instead. They just look too similar! Dangit, WayForward! Still a nice game though.
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It was a collaboration project after all. Made with a bunch of small tiles. (That image is just a small 5x5 section.) I remember a separate site which would arrange them randomly and you could pan it around. Enough of that derail though. I like how you're starting to work on other systems. The Sonic CD and Ecco videos are great.
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Post subject: Some related trivia.
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For fun, I went through the first page of requests and compared with published movies. Out of the 80 games mentioned, 35 have been completed, with 4 of those games having multiple publications under different categories (Metroid II, Link's Awakening, Final Fantasy Adventure, Pokemon) There are also 27 other movies published that weren't suggested. Shantae still hasn't been done.
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You should submit this to the site, it looks good enough to be published. I'm assuming using the built-in codes to unlock all the good equipment won't be an issue for a short movie like this. (Also, you made me realize how cool a 100% coin collection run of this game would be.)
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If it wasn't clear, I wasn't talking about double fire, but using, for example, double bomb for the boss alone.
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Is it not worth it to get a double power just before the Waddle Doo boss? I don't remember the damage that every ability does, but I figured that the combo star would do more damage for a final hit.
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If you felt like doing the extra work, you could probably get a nicer effect if you did a blend for each layer individually, then lay those over each other. Mileage may vary per system, of course. For starters, though, it would be interesting to see one of these images using just the sprite layer.
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You could get a great video if you made one of these for Batman.
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Since you made a run with arbitrary goals like this, I would have liked to see a bit more to it, such as getting all the hidden secrets as well.
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Well, uh, I have Steam and a PS3, so you guys can add me if you like. I'll leave it to you to figure out what my IDs are.
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From what I see, it seems the main concern isn't the feature set itself, but how you access them. The idea is mainly to have menu arrangement in the same order, and hotkeys giving the same command for each system. Though I admit it would be cool if there was an all in one emulator frontend that just called the individual systems as dlls.
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I'd really like to see if we can find a way for these to be done automatically. And if you're taking more suggestions, M.C. Kids would make for some interesting videos. (Too bad there don't seem to be any maps made for that game?)
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I'd love to see an update to EmuMovieFront to have support for more filetypes. gmv and fm2 are particularly missing.
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The amount of shots with no further input could be brute-forced rather simply, but unfortunately, this game allows a lot of input after the shots have been taken, with the small nudges you can give, activating powers, and even steering them as is the case with Tornado and UFO. what a long sentence
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Someone on nicovideo has made a side by side comparison of this run and the one from 2007 by Arne_the_great. Part one: http://dic.nicovideo.jp/v/sm10748783 Part two: http://dic.nicovideo.jp/v/sm10748833 The presentation is done quite nicely, makes it easy to see the improvements.
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How about Every Apogee Game Ever to start?
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I thought killing yourself against bosses was to shorten the distance from the top of the screen, speeding up the end of level teleport sequence. Why do it against the Wily1 boss, which has the death lower than the base platform?
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My only guess is that the bug on stage 40 could have something to do with the sprite limit per line? Since it has all the balls lined up horizontally, plus all those obstacles added in. Possibly a lag factor involved in the checks.
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You guys are arguing terminology, when it already exists as AND, OR, NOT, and XOR.
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100% ring collection. (eh, maybe not, could work for sonic 1 or 2 though!)
I like my "thank you"s in monetary form.