Posts for Personman


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Personman
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Joined: 4/20/2008
Posts: 465
In general, I think this restructuring has the potential to be the best thing that ever happened to TASVideos. In practice, I think the sudden dilution of the Stars category has drastically lowered the accessibility and value of the site to casual users, which seems to be basically the opposite of the intention. When I click on the Stars link, I am hit with a wall of 70 movies. They are sorted alphabetically, with the unfortunate result that in my first thirty seconds of looking at the page, I get the impression that the site is about speedruns of arcade games. No doubt these arcade runs are of very high quality, but they are niche enough that I think we really don't need to be presenting first-time visitors with more than one or two of them right off the bat. So, I guess I think stars should be separated from tiers, and should offer a very small (15 movies?) sampling of the best TASVideos has to offer, potentially including notable movies from tiers other than the now-renamed highest tier. I also think it might have been a good idea to put gruefood movies back onto the bench in small batches. I can't imagine very many people having the fortitude to wade through however many are there right now and give them the voting attention that they deserve.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Voted yes, and I'd be delighted if "Bad Game Choice" were removed as a rejection criterion. This run illustrates why perfectly. To those who have no interest in Atari games, this just looks like an incomprehensible mess. To those who played it or otherwise find the system to be of historical and technical interest, it's a really excellent run. Context is everything.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
I finally read all of turnbyturn.txt, and I just wanted to say thank you SO much for being so thorough and detailed, it was truly a joy to read. I also passed it on to a few friends who don't read this forum, and while I don't know if they made it all the way through, I know they at least enjoyed the beginning :)
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
I have absolutely nothing constructive to add to this discussion, but I am nevertheless compelled to post about how amazing this glitch is and how much I hope someone figures out what's going on and (maybe?) finds a way to abuse it in a run.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Great run! Really enjoyed the movement through the dense enemy segments. It's awesome to see how far you've come from your first post in the Newbie Corner not so long ago! Congrats on the probable acceptance of your first run! (And a yes vote, of course)
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Dooty wrote:
Personman wrote:
I'm curious about the "no damage taken" goal that was chosen here.
You can save 230 frames on Area 3 and 54 on Area 5, but taking damage knocks Kimberly down most of the time, so it will not only make the run inconsistent, but also looks sloppy.
Can you explain how those are two different things? The entire reason I brought it up is because the phrase "makes the run inconsistent" didn't sound like a real speed/entertainment tradeoff. This business about getting knocked down and looking sloppy makes sense, but you seem to be saying that there are two different considerations - this sloppiness, and this 'inconsistency'. I'm really just curious what the second part means. I'm personally still not a fan of avoiding things that "look sloppy" - that is a subjective consideration, and I am interested in the objectively optimal input to the game. I also very much enjoy seeing sloppy-looking things that turn out to be for good reasons. But whatever, I'm well aware that I'm in minority there and I'm not trying to make a stink about it. I AM in favor of refining goal choices when standard goals produce a subjectively boring run, and in general I think this is a much cleaner and more elegant way to avoid boring runs.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
I guess I wouldn't notice a shemale until... yeah
Just fyi, the words "shemale" and "tranny" are considered slurs/insults by many (though not all) members of the trans community. Since you note that you are not a native speaker, it seems likely that this is just the only word for it you've encountered, so I wanted to let you know that if you use it to refer to a transgendered person, they may be insulted. "Transman" and "transwoman" are commonly accepted terms for female-to-male and male-to-female transgendered individuals respectively, putting the emphasis on the true gender of the person rather than the gender they were assigned at birth. EDIT ABOUT THE GAME: I'm curious about the "no damage taken" goal that was chosen here. There description states that it makes the run "more consistent". That doesn't seem like a particularly compelling speed/entertainment tradeoff to me, though admittedly I haven't watched it yet. I know there is some ancient history that causes "takes damage to save time" to be the marked category rather than the default, but it seems like in general we've moved past that. So, unless there is a major reason on par with those accepted for other sorts of speed/entertainment tradeoff, I think that runs should be expected to take damage to save time, and that a faster run that takes damage should obsolete this.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Why don't you dash more when wandering around off camera?
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
sonicpacker wrote:
Personman wrote:
Things like storyboards and scripts might get involved.
I make tool-assisted superplays, not tool-assisted machinimas.
I suppose there is a fine line, and I'm not at all suggesting you cross it. Nor am I suggesting that you should be the one to do the sort of thing I'm talking about. But I do think there's a lot of room for focus without going into things like voiceovers and extensive postproduction. I was maybe misleading when I said "storyboards and scripts". I didn't mean there should be dialog, or sequences from different runs edited together in a way that couldn't happen in-game. I just meant that in order to give off a strong sense of purpose in a run, they might need to be thought out more fully in advance.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
sonicpacker wrote:
Personman wrote:
Re freeruns, I think the issue is that they are still of the "Mario runs around for a while" variety. We've all seen it a million times and it's just not as easy as it used to be to impress. A modern freerun needs to tell a story. Elaborate choreography along with music, achieving humorous and visually obvious goals, giving mario our other elements of the world a new personality - these are concepts that can hold the discerning m64 connoisseur's interest.
*cough*
I've seen that, and it's much better than most "look at this freerun I made" videos. But it's still far short of what I see as the true potential for m64 freerunning (and playarounds in general). This is not to diminish your hard work, or anyone else's - what I'm talking about hasn't really been done before at all, and it will take an amazing amount of effort if anyone is ever going to to do it. But I do think that to really knock the socks off a much larger audience, to acquire both mainstream popularity and approval from the naysayers earlier in this thread, I think it will take a radically more focused approach. Things like storyboards and scripts might get involved. I'm not demanding this from anyone. I don't TAS m64, so obviously my opinion can be disregarded at no cost to anyone. I just think that if one really wants to rejuvenate interest in the genre, a much more deeply structured approach is required.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Re freeruns, I think the issue is that they are still of the "Mario runs around for a while" variety. We've all seen it a million times and it's just not as easy as it used to be to impress. A modern freerun needs to tell a story. Elaborate choreography along with music, achieving humorous and visually obvious goals, giving mario our other elements of the world a new personality - these are concepts that can hold the discerning m64 connoisseur's interest.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Thanks for contributing! It was altogether not bad at all, I could understand everything fine. I cleaned up a bunch of slightly off word choices, and reworded a few things for clarity.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Please don't hesitate to add to a page because you are worried about your English skills! If you add some information but think that the English is not very clear, feel free to PM me or post here, and I will try my best fix up any grammar & spelling issues :)
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
An episodic sequel, I Wanna Be The Guy: Gaiden, has been released. However, I've had no luck getting it to run in Hourglass. I'm on Windows 7, and I've tried many combinations of disabling threads and sound and changing the dll loading settings. Has anyone managed to get this game to run?
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
A delightful run made even more delightful. I'm glad you exist, Mugg!
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
A huge part of the core appeal of Brogue is its exceptionally beautiful rendering engine/effects. If a unicode-based display does not appeal to you, you probably are not the target audience of Brogue. I'd be very interested in a run of Brogue, and possibly interested in helping out. I've already done a bit of poring through the source code to better understand combat math and to extract item stat charts. One issue is that it's updated fairly frequently and significantly. I'm not sure how much sense it makes to pick a canonical version when the game is likely to be updated 2-3 times before a run can be completed.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Amazingly, this TAS is only about twice as fast as the human world record. (note that the main time listed is a composite of beginner, medium, and expert scores; the WR expert score is 31.13.)
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
That input viewer is really awesome. Adds a whole new dimension to the run! Watching the stick go crazy makes BLJs much more interesting, and I learned that the HSWKs in BitFS have a little swoop at the end, which is neat for someone who has never actually looked into the nitty-gritty of how m64 tasing works. So, thanks!
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Hey, so it is! Neat. I'll have to remember to be like, "I know! It's my TASVideos cake day!" whenever anyone says anything excited about 4/20.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
From an information theory perspective, we could call them "minimum edges" and "maximum silence" :D EDIT: Except we don't actually count edges, right? I remember we argued about it for years. If we don't, we could go with "minimum rising edges".
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
I've been attempting to build lsnes on Debian squeeze. Squeeze only has gcc 4.4, and the manual indicates that >=4.6 is required, so I started by installing 4.7. It looks like this actually doesn't work, though: I ran into
bsnes/nall/string/core.hpp:10:3: error: ‘make_string’ was not declared in this scope, and no declarations were found by argument-dependent lookup at the point of instantiation [-fpermissive]
In file included from /home/jake/bsnes/nall/string.hpp:29:0,
                 from /home/jake/bsnes/nall/dl.hpp:8,
                 from /home/jake/bsnes/snes/snes.hpp:24,
                 from ../../include/core/bsnes.hpp:5,
                 from lsnes-dumpavi.cpp:1:
/home/jake/bsnes/nall/string/cast.hpp:179:35: note: ‘template<class> 
nall::stringify<T> nall::make_string(T)’ declared here, later 
in the translation unit
Which is mentioned here as an incompatibility between 4.6 and 4.7. It also indicates that 4.7 has a compatibility mode that can be invoked with -fpermissive, and turning that on changes all the previous errors to warnings, but now I'm hitting
loadlib.cpp: In function ‘void load_library(const string&)’:
loadlib.cpp:25:22: error: ‘getcwd’ was not declared in this scope
and now I'm not sure how to proceed. A patch to the code to fix the out of order function thing for 4.7 would be nice; failing that a mention in the manual that it will be necessary is probably in order. And of course, I would welcome any advice on how to overcome this latest obstacle :) EDIT: Adding "#include <unistd>" to include/core/loadlib.hpp resolved that particular part of it, but now I'm running into some odd trouble inside boost:
misc.cpp:255:31:   required from here
/usr/include/boost/exception/exception.hpp:399:44: error: use of deleted function \
‘boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector\
<boost::filesystem::basic_filesystem_error<boost::filesystem::basic_path\
<std::basic_string<char>, boost::filesystem::path_traits> > > >\
::clone_impl(const boost::exception_detail::clone_impl<boost::exception_detail::\
error_info_injector<boost::filesystem::basic_filesystem_error<boost::filesystem::\
basic_path<std::basic_string<char>, boost::filesystem::path_traits> > > >&)’
/usr/include/boost/exception/exception.hpp: In instantiation of ‘void boost::exception_detail::clone_impl<T>::rethrow() const [with T = boost::exception_detail::error_info_injector<boost::filesystem::\
basic_filesystem_error<boost::filesystem::basic_path<std::\
basic_string<char>, boost::filesystem::path_traits> > >]’:
This seems less likely to be lsnes's fault, but I'm pretty confused about why that "include <unistd>" was missing. And if anyone happens to know what's up with boost here, that would be great.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
After the first two stages I was planning to write a comment about how you could do more with the down time at the end of stages, but then it was like you took my advice before I even posted it! The later ones were great :) Still, it remains me dream to do more ambitious storytelling with this kind of TAS. Imagine if there was a multi-act story played out piece by piece in the ending scenes, maybe with a script in the submission comments or youtube overlays (though of course it should be understandable from action alone). Or what if you spelled out a large capital letter in jump paths in each ending, which taken together spell a short message? There are so many possibilities! Anyway, this is not criticism, merely inspiration. This is an excellent run and I vote yes on it.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
I like it, though I don't have strong feelings on whether it gets published or not. I think this may warrant my first 'meh' vote ever!
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Aren't you supposed to be working on LoZ? ;) This was a very nice run, good work!
A warb degombs the brangy. Your gitch zanks and leils the warb.
Personman
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Joined: 4/20/2008
Posts: 465
Yay, more M64 to vote yes on! I love all y'all. This was great.
A warb degombs the brangy. Your gitch zanks and leils the warb.
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