Posts for Samsara


Samsara
She/They
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oblvionwalker wrote:
well i know it is not much but here is the beginning part of my TAS.
As a beginner TASer, the best thing you could possibly hope to do to get better is to pick an extremely complex game with a huge amount of frame-precise tricks that will require an insane amount of dedication, time, work, and listening to other people who know much, MUCH more about the game than you. Don't even bother with simple games that you know a lot about, just throw yourself into the middle of a not-entirely-stable TASing platform and pick a game that has an extremely competitive speedrun base that would be nigh-on impossible to beat with your level of skill. Skill is for losers, you have infamy and everyone thinking you're a troll on your side. Good luck on your future whining and inevitable dropping of this run.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Yeah, from the look of it you just kinda knocked out the entire run in a couple hours without waiting or asking for any input. Maybe you should try collaborating with someone on your next run? The ability to have immediate feedback and a second eye would probably help immensely.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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It isn't optimized. Less time needs to be spent jumping since it almost completely kills your forward speed. Other routes should be tested instead of just winging a route through the entire game. That being said, the way the game runs doesn't really chalk up to a game I could consider entertaining. The controls are bad and because of that, even a completely 100% optimized run would just look sloppy and unoptimized. Voting no.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Welp, I'm starting over from Stage 2 because I found out in Stage 5 that taking damage reduces lag frames in certain circumstances. A quick retread of Stage 2 of just blindly flying into enemies and health pickups at 25% speed saved about 51 frames. Some further testing in Stage 4 (or rather, just watching my own WIP and watching the lag counter with extreme focus) revealed that there are instances there where taking damage can save lag frames as well, though the swimming stages lag so much that it wouldn't save as much time. So now I need to take a lot of damage in Stages 2 and 5 to save some lag frames. Joy. On top of that, I need a full health bar for Stage 5 so I can save the max amount of time there (there are barely any health pickups), so I need to end Stage 4 with no health. I have to take damage two times in Stage 3, one to get past the second laser beam and one to get a horizontal movement boost off of the third laser beam, and I'm not sure if there are actually that many places in Stage 4 where I can take damage and actually save time, due to the fact that Superman drops like a brick whenever damage is taken. Since I'm basically restarting the run from scratch, I might as well take the opportunity to get some RAM addresses while I'm at it. I'll do that sometime over the next week. I'd love to find X/Y positions and velocity or acceleration or whatever the hell ass-backward method this game uses to determine how Superman flops about the screen. I did find Superman's health value really easily, though: 012D contains Superman's health, with the maximum being 40. Superman does not die at 0 HP, and only dies when his HP is pushed below 0. His HP being 0 triggers the full-heal, probably because the game reads his HP as 0, thinks he's dead and restarting the stage, and gives him 40 HP. I don't know, it's pretty awful. Everything in the game damages for 5 HP, except for the laser beams I clip through in the Lexcorp stages, which damage for 6 HP. Health pickups will heal 4 HP, because that makes sense. Brainstorming a potential damage-taking route here: Stage 1: Start with 40 HP. Take damage once (-5 HP). Stage 2: Start with 35 HP. Take damage 6 times (-30 HP), pick up 3 health diamonds (+12 HP) Stage 3: Start with 17 HP. Take laser beam damage 2 times (-12 HP). Stage 4: Start with 5 HP. Take damage once (-5 HP). End with 0 HP. Stage 5: Start with 40 HP. Take damage 8 times (-40 HP). End with 0 HP. Stage 6: Start with 40 HP. Take damage 3 times (-15 HP). Stage 7: Start with 25 HP. Take damage 4 times (-20 HP). Stage 8: Start with 5 HP. Take damage once (-5 HP). End with 0 HP. Stage 9: Start with 40 HP. Take damage 8 times (-40 HP). End with 0 HP. Stage 10: Start with 40 HP. Take damage up to 8 times. This is highly subject to change, and is based only off of watching my testrun and finding different places to either take or avoid damage. Apologies if any of this sounds disjointed or rushed or confusing, I'll clear things up if necessary.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Triple post with content. http://dehacked.2y.net/microstorage.php/info/961413088/blobbinthreadbare.fm2 1-1 and partial 1-2 routing. The throw in 1-1 is different and saves 3 frames over my last file. More time needs to be saved to save a "Birdo" cycle, though. 1-2 has a nice enemy-throw/double-jump that skips quite a bit of the level, which is the main reason I uploaded this. Also, here's DataCrystal's RAM map for SMB2, which applies to this game as well. Figured I'd throw that in there.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Fair point, but I think the game's entertaining enough for Moons, and 30 seconds of nauseating back-and-forth dashing would be a pain for anyone to watch, especially since it'll only save 2-3 seconds overall. Even if I'm running a game that I know is going to be Vaulted, like Wayne's Why-the-fuck-am-I-mentioning-that-piece-of-garbage, I'd still much rather aim for something watchable over something that will make the audience dizzy.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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We don't just publish any TAS here. I hope you know this. You can't just make mistakes and expect people to say it's okay. This isn't SDA, these aren't single-segment runs. You have the ability to rub out mistakes and bad routes at literally any time. Do that. Not watching so not voting, would vote no if I did watch.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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CoolKirby wrote:
I think I'd have to see what this looks like before making that call.
User movie #14730717038713130 I'm not sure if hidden userfiles can be viewed by other people so if it's not viewable I'll make it public. Took an old backup and quickly recorded what it would look like. I'd probably dash 2-3 less times than that per hit since I need to be in position to hit Lexoskel and I need some frames to actually attack. The game lags so frequently and randomly that it's impossible for me to actually say how long enemy invincibility times are given my current knowledge, but they seem to be between 90-100 frames including lag, so best-case I would say they're 80-90 frames without lag, so let's say 5-10 frames saved per hit (which would be 72-84 frames of dashing back and forth each). For a quick frame of reference: This would be done in both Lexoskel fights (10 hits each) and in Stage 6 when collecting the keys from enemies (3 extra hits, so 23 total), so from my estimates, the best case scenario would be that this would save 230 frames (or a little under 4 seconds) for 1656 frames of dashing (around 27.5 seconds), and worst case scenario it would save 115 frames (or a little under 2 seconds) for 1932 frames of dashing (or a little over 32 seconds). I'll admit I'm torn on it, because it's a short movie and even a couple seconds feels like too long to call it a speed/entertainment tradeoff if I don't use it, but at the same time it makes me a little nauseous to watch not even 2 seconds of it, let alone 27-32 over the course of the run.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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User movie #14727909881144784 Knocked out the first 4 stages over the past couple hours what with the submission of the Superman 64 TAS. Currently 153 frames faster than my test run, I believe? Encode included in the userfile for those of you who are just itchin' for some more bad Superman action but don't want to waste valuable hard drive space with an abomination of a ROM. An aROMination, if you will. My usual notes: *Stage 1 is standard, nothing here but a little bit of lag reduction, some slight optimization on the ground, and using the fast-fall trick (rapid-firing B since punches add to your downward momentum for some hilariously misguided reason). *Stage 2, being an autoscroller, has a few frames of improvement in it too. Mostly lag reduction but the end is a little bit different as well. Fascinating. It is insanely hard to make the autoscrollers look entertaining, so I just figured I'd go for max kills and dodgy hitboxes here. Wait 'til you see the next two autoscrollers! They'll be even MORE boring, despite my best efforts!!! *Stage 3 was surprisingly painless, I got the beam clips without too much hassle and without needing to slow down. I tried clipping past the second beam in the same way as the first and the third but there's not enough space to set it up quickly. It's possible to get past with a ground dash but it's around a half second slower since you get sent to the ground fast. I hit the Lexoskel to the left by punching it from a few feet away while facing the opposite direction, because that makes sense, and I grab the key near the exit pad instead of the one over where Lexoskel is so there's no delay between hits. I play around a bit here, but there's not much I can do because of the atrociously high amount of lag frames. *Speaking of lag frames, I suppose constant ground-dashing would remove those frames at the cost of probably making this section of the run impossible to watch without feeling sick, so I'm making the decision here to not bother in the slightest out of respect for anyone who watches... Though I'll go back and redo that section tomorrow if people don't mind Superman blazing back and forth 5-6 times a second to save a few lag frames here and there. *Stage 4 has a lot of lag reduction due to just not scrolling the screen that much, and also I hate the swimming stages because I'm pretty sure there's more lag than gameplay in them. There are times where you get 2 frames of lag for 1 frame of actual movement, which is incredible as you can tell. There is a way to swim a lot faster, by being hit by an enemy while on the ground in the direction you want to go, but there's nowhere in the level that really permits being hit in the direction you want to go, and I'm pretty sure with the dodgy physics you'd end up running straight into a wall and negating all the frames you would've saved anyway.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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What is there to spoil, though? I assume that once you start this run you're going to keep people updated on your progress, given that you've been told to do so on your previous submissions... And unless you're absolutely top-tier at this game you're probably going to want to open up to the forums about strategy and entertainment to make a quality run. ...I mean, I'm pretty sure I know what game it is, and it'd make a fantastic entertainment run if done right, but it'd take a hell of a lot of effort and community work for it to all come together.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Watched the WIPs, voting yes. I was hoping to have the GB Superman run submitted at the same time as this one but I wasn't expecting this run to be finished so quickly. Oh well!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Joined: 11/13/2006
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Location: Northern California
NitroGenesis wrote:
Sweet shit this game is terrible. I can't believe it came out in 1997. Your TAS was nice. There were a few spots that looked iffy, but I can't really judge. I look forward to the polished version.
The iffy spots will hopefully be ironed out in the real run. Superman handles pretty dreadfully, though, so there might be some unavoidable iffy spots that are actually optimal given the """""physics""""" """""""""engine""""""""" in the game. Something as simple as flying up to a ledge, for example, could take a few hundred tries because there's usually only a one frame difference between coming up a hair short or overshooting the edge by a mile. Here's a few more things, because I fucking LOVE notes: *Holding a direction while the READY screen is showing will set Superman farther in that direction. The only stages in which this isn't done are the autoscrollers. This will be toyed with in the polished run to give better setups for dashing into or through things on the ground. *Speaking of autoscrollers, they don't actually start scrolling until you press A to get off the ground. *There's a glitch I use for entertainment in stage 8 that locks Superman's sprite while he's forced into a crawl. If he's in any sprite that isn't the crawling sprite while he's in one of those small spaces, punching will actually put him into the floor. It's entirely useless, of course. There's no zipping or any way to move while trapped in the floor. All you can do is press A to get out. *Rapid-firing A while crawling and then changing directions will occasionally cause Superman to change direction every frame for as long as you keep moving in the same direction. Holding A and tapping B with the normal crawling animation will freeze Superman on any frame of that animation. Both completely useless apart from entertainment, which can also be accomplished by rapid-firing B. *Here's a fun fact about Stage 8: Sometimes, if one of the enemies happens to cross paths with one of the electric beams, you die instantly! That wasn't a typo. YOU die instantly. It's great when it happens, because the death animation takes about ten years. *Superman can hit bullets back at enemies, which is done a couple times in the test run, though my favorite is in Stage 7, just before attacking the enemy with the key. Superman, moving right, punches a bullet moving down and to the right, and the bullet reverses trajectory entirely and goes up and to the left. Ah, this game. I'll start working on the polished run either tonight or tomorrow.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Re: Superman
Samsara
She/They
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CoolKirby wrote:
There's a lot of good suggestions for finding hitbox positions and even displaying them on screen in this thread.
Awesome, thanks for the info. Test run completed in a little over 6 minutes. Also, a couple more notes: *As far as I've looked, there's only two keys in Stage 7 that don't require you to kill any enemies. These guys take something like 6 seconds to kill because of how ridiculously long enemy invincibility is, and that kinda sucks. *Partway through stage 8 I discovered that if you dash on the same frame that a bomb explodes, you'll take damage but not get knocked back. This also works if you're flying into it, but the dash method is some frames faster every time. *The only way to heal between levels is to have literally nothing on your lifebar at the end of the stage. It's faster to take damage for the most part since this game inconveniences you at almost every opportunity, but a dedicated damage route needs to be used so that you take the proper amount of damage to get you down to nothing and not just a tiny sliver. This will be optimized, of course. *Not moving much during the swimming autoscroller reduces quite a bit of lag. It has something to do with enemies being on screen or the screen scrolling or this game being bad, I don't know. Either way, backward swimming Supes saves time. *Stage 10 is actually the best looking stage of the run, in my opinion. There are no bombs on the ground and there's a lot of space for dashing. I discovered (and used) a trick here to sort of reverse the knockback you get from an enemy, which could save time in other places. But dashing is probably faster. I'll start on the proper run soon. Apart from awful physics and desyncs, the game's not all that hard to TAS, so it shouldn't be too long before I have the run polished and submitted.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Sorry about the doublepost, I didn't want to edit in a new movie and have it go unnoticed. http://dehacked.2y.net/microstorage.php/info/1382276884/blobbin.fm2 22 frame improvement over my last file. I took my own advice and re-ran the end of that first section to see if I could improve it, and I found a new strategy which looks pretty slick and saves time. Beanie's still 3 frames faster due to not having to wait or pick up enemies, but he loses time pretty much everywhere else in the stage. If there are a few people working on this game, I think a run of it would be fantastic. It's pretty significantly different from SMB2 and I feel like it has publication potential. I might end up taking it as a project after my other runs, but for now I'd like to see some other attempts by other people.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Hey, Superman 64 is being TASed, why not do the other disgustingly terrible Superman game that Titus made? Route/Test WIP (Goes through Stage 6): User movie #14639344134878627 Definitely won't be submission quality when finished: I didn't bother putting any effort into making the autoscrollers entertaining and I'm not really optimizing anything until the real run. Have some notes: *I'll mention straight away that this game has desynced on me about 10-15 times so far, though that's most likely due to my abuse of Bizhawk's rewind feature... But then again, it's still far more desyncs than the other things I've done in Bizhawk, so maybe it's the game, too. *This game is based on finding keys, in the same way that Superman 64 is about flying through rings and walls. You need to find a certain number of keys in each level. There are more keys than you need in each level, which is surprisingly lenient, and their locations are not random, which is even more surprisingly lenient, so it's just about finding the fastest keys to get. *I'd love to find out exactly where the hitboxes are, because they actually make me physically ill. They just don't make sense in any way and trying to figure out when I need to punch to hit an enemy (hint: it's always earlier than you expect) gives me a headache sometimes. *The fastest form of movement is... whatever the hell Superman does on the ground. It's a lightning quick 10 frame slide (with a couple frames of "cooldown") that's done by just pressing Up + B while standing. This can be done off of a ledge, which will send Superman literally flying... *...except this game has awful """"physics"""", so in most cases sending Supes flying off a ledge won't go over as well as you might think. Much like Superman 64, Supes handles like a car, even when flying up and down. He has to accelerate, and then he has momentum after accelerating which keeps him moving up for a bit after you release A. Basically, sending him off a ledge gives him maximum downward acceleration, and as far as I can tell you need well over a vertical screen length to even get him to slow down, let alone start moving upward again. *On top of that, getting hit while flying stops your upward acceleration. Either that or it just adds downward acceleration for a moment. I don't know. Attacking while flying has the same sort of effect, though much more briefly, so if you see me attacking for no good reason, it's usually to control my vertical momentum. *This is more lag than game. In normal stages, the game lags for a frame about once every 4-5 frames. In the underwater stages, it lags every other frame for the most part. The funny thing is, there's no lag during the ground slide, which not only makes it the fastest form of travel, but the most effective form of reducing lag. It's basically the best thing this game has to offer. It's why I decided to try TASing the game and it's one of the only things I find entertaining about it. *The other is a glitch I found in the Lexcorp stages, which I'm sure other people have found too because it is hilariously easy to stumble across. The electric beams only hurt you when you're flying. The point of Stage 3 is supposed to be needing to turn off some beams that always stay on, but I don't bother with that because conveniently there's just enough space to land on the tiny beam platform. And even more conveniently, if you're touching that bottom platform, you can just walk straight through: Wait, there's more. You can pass through one of these beams without needing to land on the platform if you have enough speed going in. The ground dash, when done off a ledge, gives you enough speed to pass straight through the beams, but you won't be doing that much. In this case, rebounding between the beams actually gives me enough speed to push myself into the second beam, which rebounds me inside it rapidly, slowly pushing me to the right until I escape. As nice as the glitch is here, this is most likely suboptimal. Passing through the first beam could've been faster and I need to do some testing to see if I can pass through the second beam without having to slowly push myself through. I could ground dash, but given the momentum issue I'd be sent to the ground when I need to fly up to the next floor. And yeah, the second beam I walk through is much smoother because of the tighter landing. *Speaking of hitboxes, you can stand in an injured enemy all you want and as long as you hit it just as it comes out of its invincibility time you'll never get hurt. The boss is nothing more than punching it to the left so I can end the stage quicker. *There are 10 stages in this game, and three of them are autoscrollers. Two of them are nearly identical autoscrollers. Exciting! I'm tired as hell, I'll write more when I finish up the test run in a couple days or so.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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I wouldn't mind doing some research or doing some route testing, but as for a full run I think that's better left to someone else. As for the "pro" comment, I'm not even close to that level yet <_< All you really have to do to get a decently optimized run is to just re-TAS the same stage over and over, trying to beat your previous time. It teaches you to look at new paths and try new options you might not have seen before. In fact, I tried out Beanie on that same section and it ended up being 25 frames faster than the file I posted, though I assume all of those frames would be lost by the end of the stage. Try it out, though. And then try it again afterward. And then try it again after that. Your first try at a game or stage is never good enough, and that holds true for literally every TASer trying their hand at a new game. Hell, I'm sure there's more frames to save on my file and that was technically my second take.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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http://dehacked.2y.net/microstorage.php/info/856157916/blobbros.fm2 Goes through the first two screens of 1-1. The checksum's off compared to the last movie but I confirmed it syncs on the "correct" checksum. A couple notes: *I don't know if the start of that second screen (jumping behind the first enemy instead of onto its ledge and over it) is faster, but it's flashier and I like flashy. *Frame-precision allowed me to avoid that enemy: Land at the very edge of the ledge and jump on the first frame possible and you won't have to take damage there. *Double-jumping off of that yellow blob to reach the log is both faster AND flashier. My timing was probably off when I compared runs but I think the double-jump method saves about 19-20 frames over high-jumping. *Again, frame-precision here plus the U+D climbing glitch means I hit the screen transition before taking damage, saving the time spent avoiding said enemy. Feel free to use the input, I doubt I'm gonna do anything else with this game, just wanted to try my hand at it for fun.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Joined: 11/13/2006
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Location: Northern California
Dooty wrote:
Well, not yet. It can still be rejected, or cancelled, who knows? Also, "Samsara's Sprite Overload trick". I'm sorry, but your name will be forever associated with this game. :)
Curse my ability to stumble upon random frame-savers!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2121)
Joined: 11/13/2006
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Location: Northern California
You have saved me from the pain of having my name attached to this game.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
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Joined: 11/13/2006
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Location: Northern California
mklip2001 wrote:
As for the game, your description of the run is more fun than the run itself.
I'm glad you liked the comments! That's what I was aiming for when I wrote them, since the game itself isn't that entertaining and there's not much else I could've done to make it any more interesting than the currently published run.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2121)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
Y'know, for being supposedly "flawless", these runs sure have a hell of a lot of flaws!
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Re: #4157: saomoore94's SNES Ultimate Mortal Kombat 3 "Fastest Time" in 08:21.54
Samsara
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TASVideoAgent wrote:
This is the best Run of UMK3.
Sure it is, pal.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2121)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2121)
Joined: 11/13/2006
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Location: Northern California
Well, if we're playing that game... Not even sure where I gained the 4 frames. I think it was optimizing sliding? I'll upload the file after I finish the stage. Observations: *Sliding can be cancelled by pressing the opposite direction for one frame, which allows for much earlier jumping when necessary. *Jumping off ledges is faster only when a single frame jump is required, otherwise it's faster to just slide off. *The fully charged shot seems to create a bit of lag whenever it's fired. Cancelling slides and using single buster shots might end up being faster in rare cases.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
She/They
Experienced Forum User, Published Author, Senior Judge, Site Admin, Expert player (2121)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
Great first effort! There is some noticeable sub-optimality, unfortunately... Definitely publishable with a bit of polishing, though, if you decide to make a version 2. I'm gonna take a look at it myself, though I'll post all my observations in the game thread instead of here.
got4n wrote:
Oops, sorry, I forgot to put my bkm of optimisation ^_^
Desyncs on 1.4.1 and 1.5.3 from what I've tried. What version did you make it on?
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.