Posts for Paused


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Experienced Forum User
Joined: 5/9/2005
Posts: 748
What 'side or aspect(s) of the game would not be seen' in a no coin run that would not be seen in the standard any% or 100% categories?
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Though I wasn't too interested in the any% (beyond skimming through the finished product of course.) I would probably follow a 'perfect game' run pretty closely.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
was0x wrote:
bump. I've been TASing gradually. I'm in booster tower now.
Glad to hear it. Keep up the good work.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
relax.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
This is probably a stupid question to ask, because I don't want to kill your motivation, but are all the bosses going to be this hard to manipulate?
Post subject: Re: Mario Kart Wii
Experienced Forum User
Joined: 5/9/2005
Posts: 748
ALAKTORN wrote:
Special vids: Grumble Volcano SC 3lap 1′30″897 by Malleo Mario Circuit 1 3lap TAS 1′18″692 by Guillaume Mario Circuit 1 Flap TAS 24″336 by Guillaume Mushroom Peaks 3lap TAS 3′37″177 by Tim007 Thwomp Cave 3lap TAS 1′55″781 by Guillaume
MMM 3lap .................24″856 BB 1st lap by Walter MG glitch Flap 3"782: http://www.youtube.com/watch?v=n-HuXncjXgM by Walter MC glitch 3lap 49″929 by Malleo CM glitch 3lap 37″957 by Malleo CM no glitch 3lap 1'53"941: http://www.youtube.com/watch?v=NWhTDU8gsZw Walter — 1'57"522 with Spear by Nooboss MT 3lap 2′11″386 by Malleo MH 3lap ..................— 34"269 1st lap with Spear manual by Walter All dead. I stopped there, so probably more.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Yeah guys; if you ever think we could do an update, do an update. Who doesn't want to know how this run is going? God Speed n that.
Post subject: Re: Low glitch objectives
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Ajavalo wrote:
-Players don't move during... any score tallies.
I agree with you on all the rest, but I can not see why this one would be a problem? Am I missing something?
Experienced Forum User
Joined: 5/9/2005
Posts: 748
How can a TAS be impossible? Are you saying picking Hard5 makes the game un-winable?
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Gee, its all so simple! Such insight!
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Too much to hope for an update anytime soon? vv: Glad your back on it.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
I can not decide if I love or hate your updates on this run come out of nowhere. Is the average time on 'seeing your next mission' for this one 24 months or so? Regardless I imagine I'll get to double figures or rewatches for this one too before your inevitable encore.
Post subject: Re: #1060: Lazy_Zefiris's GBA Megaman Zero 4 in 50:55.87
Experienced Forum User
Joined: 5/9/2005
Posts: 748
TASVideoAgent wrote:
Getting 100 points and no damage in every mission was top priority,
That is a goal I want to see, and was surprised and disappointed that it was not done in the 100% runs for the 'Zero' games.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
I do not suppose some guy saying, 'don't ditch!' will motivate you much against a frame count that big will it? Either way; Don't ditch!
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Glad to see you back on this. Any place to put in that mini mario glitch without wasting time?
Experienced Forum User
Joined: 5/9/2005
Posts: 748
I definitely want to see a 100% run of SonicCD. But I would combine the two 'good ending goals.' Destroy the Robot machines (and Metal Sonic holograms) in the past, and collect all the time stones. The reason being I can not see a 'destroy machines in the past' being a valid catagory. 'Good ending' would be quicker via time stones (I assume?), but I agree that considering SonicCD's gimmick there should be a run where the machines are destroyed. So make the category 100% and do both. Not to mention '100%' would go towards justifying destroying the Metal Sonic Holograms. Of course you would have to make sure to get the last Time Stone at the end of Metalic Madness(?) act2 so all Robot machines spawn to be destroyed.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
marzojr wrote:
...and you can execute these components independently by using the scripts on the 'sonic' subfolder (that is, you can run any of 'sonic/fast-forward.lua', 'sonic/kill-hyperflash.lua', 'sonic/kill-original.lua', 'sonic/kill-super-music.lua' on their own) as long as they can find the other files (if you don't move anything around, it will work).
I apologize for going rather off topic (I can repost in The Newbie Corner if needed), but I would appreciate a little advice regarding this, as despite the seemingly simple instructions, I am clearly over looking something no doubt simple, as I can not get this to work. I download the 'sonic-hud', unzip it to my emulators lua file, and drag 'sonic/kill-super-music.lua' and... nothing. The output folder in GENS lua scripting window shows;
...b\lua_samples\sonic\kill-super-music.lua:7: module 'sonic/common/rom-check' not found:
	no field package.preload['sonic/common/rom-check']
	no file '.\sonic/common/rom-check.lua'
	no file 'C:\Users\user\Desktop\Emulators\Gens\Gens11b\lua\sonic/common/rom-check.lua'
	no file 'C:\Users\user\Desktop\Emulators\Gens\Gens11b\lua\sonic/common/rom-check\init.lua'
	no file 'C:\Users\user\Desktop\Emulators\Gens\Gens11b\sonic/common/rom-check.lua'
	no file 'C:\Users\user\Desktop\Emulators\Gens\Gens11b\sonic/common/rom-check\init.lua'
	no file 'sonic/common/rom-check'
	no file 'sonic/common/rom-check.lua'
	no file '.\sonic/common/rom-check.dll'
	no file 'C:\Users\user\Desktop\Emulators\Gens\Gens11b\sonic/common/rom-check.dll'
	no file 'C:\Users\user\Desktop\Emulators\Gens\Gens11b\loadall.dll'
	no file 'sonic/common/rom-check'
	no file 'sonic/common/rom-check.dll'
..despite the fact I have not moved anything. Any help appreciated. v Ha, like I said, overlooking some thing simple. Many thanks 'feos'! You make the community a better place.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Sounds good. Really happy that you are doing the 100% TAS again.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
It was nice to see a Street Fighter 3 TAS that was not done with 3rd Strike. It added some variation to the visuals. I do not know if you intend to make SF3 NG movies, but if you do, I believe Oro is still waiting for his time to shine tool assisted. (Oh and everyone love Ryu too!)
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Glad you did this. What would a Ryu vs Ken 2p fight look like?
Experienced Forum User
Joined: 5/9/2005
Posts: 748
That was pretty great. How did you fall through that rotating spike pole during the 1st massive combo in act3?
Experienced Forum User
Joined: 5/9/2005
Posts: 748
How is it (going)? Is it Perfect? Like meeeee?
Experienced Forum User
Joined: 5/9/2005
Posts: 748
mklip2001 wrote:
I feel like this run overused the sound of backwards-skidding (even if the skidding doesn't lose time). Apart from that, though, it's a good run!
I agree with this. Also, there needs to be a hack to make fire Luigi look lean, mean and most importantly green rather than like the Mario every other run uses. But can't really blame the run for that.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Grats.
Post subject: Re: #3590: VanillaCoke's DS Sonic Colors in 26:37.8
Experienced Forum User
Joined: 5/9/2005
Posts: 748
I take back my 'just another run' comparison. Two more music mute glitches too. You ever figure out what caused that?
VanillaCoke wrote:
Paused - We're engaged, hurray!
I saw how careless you are with them in that stunt at the end of Tropical Resort1! The ring wasn't lost in post, you just dropped it somewhere! ...Regardless, I think I'm getting the better deal in this relationship. Bring on Rush.
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