Posts for Samsara


Samsara
She/They
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ALAKTORN wrote:
You don’t make it sound like any hexing was attempted at all. Was it?
I'm speaking from experience. Hexing was attempted and it desynced bad in the first level. Fixing that (and losing frames due to a lot of extra lag) lead to an even worse desync in the second level. Trust me, I wouldn't post something like that without having tested it thoroughly first.
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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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Man, I haven't seen this many false suicides used to decimate enemies since my last playthrough of Persona 3. Despite being a speed-oriented fighting game TAS, I still find the idea of repeated, quick OHKOs to be fascinatingly entertaining. Unlike something like, say, Guilty Gear, everything was done quickly enough to not get boring. The fact that the run is now (supposedly) completely perfect in in-game time adds to the enjoyment for me. Such aesthetically pleasing numbers! Voted Yes because I actually was entertained.
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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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mklip2001 wrote:
Did this get missed before the publication? I was wondering if it was possible to hex-edit in a 6-frame improvement. It's probably not worth the trouble now for this publication, but it could be kept in mind for future improvements.
It wasn't missed. Hex-editing in any improvement, regardless of whether or not it's at the title screen, would pretty much require redoing the entire run, and it's likely that some (or all) of those frames would be lost to extra lag. If I/we come back to this game in the future, we'll see what we can do with this.
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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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Link to video 127 frame improvement. Expect this on the Workbench very soon.
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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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Doc Skellington wrote:
And thanks to the useful guide of Samsara, you can now see in 60fps ;).
Always glad to help!
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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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Planning work has officially begun. Once we get some stuff planned out, we'll post it here in case anyone wants to give feedback on it. Eventually we'll just make the whole planning doc public, but I'd like to wait until we have a substantial amount there. Looks more impressive that way!
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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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Another idea I just came up with: Reference the Family Feud TAS (and GDQ idea) by writing "Abracadabra I win" and getting it correct.
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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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Link to video User movie #25081685088367091 In-game frame comparisons: 00 - 1002 (Mukki) to 873 (Samsara) 11- 601 (Mukki) to 577 (Samsara) 23 - 458 (Mukki) to 456 (Samsara) I think Field 23 can be done faster. I'll keep working at it.
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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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Link to video Most likely final Field 00. 874 frames compared to Mukki's 1002.
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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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No thread for this game? Let's change that.
Current Field 00 progress. 81 frames faster than the published run, and it still needs some work.
I don't know how far I'll take this, but it's a very short movie and I'm already pretty familiar with Umihara TASing so I should be able to finish it. The physics between SNES Umihara and Shun are different enough to throw me off, but similar enough that it won't take me long to get used to them. Apart from just finding new routes/optimizing the current ones, there's a known improvement on Field 31. Hopefully I can improve every stage by at least a little bit. It'd be awesome if I could match the published run's time even with the BIOS screens, though that's probably a bit too optimistic. EDIT: That is indeed a bit too optimistic, since level loading times are also quite a bit longer. Oh well. Accuracy!
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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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From the description of the currently published run:
Contrary to most games, this game recognizes whether it is run on a PAL or NTSC console, and runs at the same speed on both systems. Therefore, the length of this movie is proper regardless of the NTSC/PAL mixup that the author didn't bother to fix.
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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
Posts: 2793
Location: Northern California
Kurabupengin wrote:
How do you encode DS movies but from the touch screen instead?
Refer back to Spikestuff's post.
Spikestuff wrote:
Language: AviSynth

AVISource("video.avi") i = Height / 2 top = Crop(0, 0, -0, -i) bottom = Crop(0, i, -0, -0) right = last left = top.Pointresize(bottom.Width() * 2, bottom.Height() * 2) StackHorizontal(left, right) PointResize(last.width * 2,last.height * 2)
On this one you can switch the text "top" and "bottom" around to choose a main screen.
Bolded for emphasis. I don't know how specifically to change them, but I'm sure someone else will jump in with the correct answer. Until then, keep playing around with the script in AvsPmod until it works.
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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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Agreed. I would absolutely watch an "all bosses, glitchless" run. It'd be an interesting watch, especially with nearly all of the bosses needing to be killed without skeleton form, and it'd be publishable for sure.
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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
zaphod77 wrote:
I do think this is a cool idea. how i thinkit should work. 1) decide minimum standard (overworld map siz,e and number, dungeon size and number, etc.)
This will be done once we actually figure out the kind of game we want to make. I'm a pretty obsessive planner by myself, so even if the rest of the team leaves due to my high demands, harsh language, and spiked Cat o' Nine Tails whip, everything will be planned out long before it's implemented. The great thing about this kind of project is that, with a sufficiently-sized team, the efficiency goes through the roof: Everyone can work on designing different game aspects, run them by the rest of the team for approval, and then it can be thrown haphazardly into the TAS!
2) have two teams working on it. one team does the creation part, and the other does the TAS part.
...I'll consider this, actually. It's an interesting idea to have a separate team TAS the game. The only problem is I don't want the co-author count getting too high in case we're urged to submit the run once it's finished. The way I'm seeing it now is this: The benefit of the creation team TASing the game is that we'll already know everything about it, so we should be able to create a more optimized TAS in a shorter amount of time than any other team. Either way, regardless of whether or not we TAS our game or someone else does, that part won't even be started for a while.
3) use neither intentional shortcuts, not anti-TAS tricks beyond what commercial games have. FOr example you can have a system that bases encounters on stepcount, but nothing that attempts to counteract lucky beaks on purpose. making attack hard to manipulate is fair game.
You maaaaay be giving a bit too much credit to the engine. The engine itself is static from game to game: I believe you can change how random encounters are handled, but you can't tinker with the RNG or anything. We might have to wait until the PC RPG Makers are TASable so we can do high speed Ruby scripting, because that's a language everyone knows!
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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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Beefster wrote:
I could see how more detailed planning would help. I basically just went with the flow. RNG didn't need to be manipulated everywhere (and in many cases, it was just to make sure that no enemies were in the way), though it could be used a lot better in the extended grinding sections. I think at this point, that's where the biggest improvements could be made. Yeah, you can go ahead and reject it. I'll open up a WIP thread for this game and chip away at a superior run over the next few months. I suppose it takes more than a week to make a great TAS.
To focus on the bolded part specifically: Yes, it often takes much longer than a week to make a great TAS, but it also depends on a lot of extra factors: The game, the knowledge of the TASer, and the TASer's efficiency can all play into how long it can take. The most important things here are that you're listening to constructive criticism and learning from what could be considered your "mistakes". That's an excellent attitude to have! I think the game has potential, despite some of the weirdness with it, and I'm looking forward to seeing what you come up with for V3.
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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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Previous fourth post from the submission thread of the last published run of this game: http://tasvideos.org/forum/viewtopic.php?p=258205#258205 The improvements are clear and the movie was a lot more entertaining this time around. All the playaround stuff was nice and varied (I'm always a fan of dancing to the music) and nothing looked iffy to me. Excellent first effort! Yes vote for Moons!
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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)
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For a more serious post: This was really fun to watch! All the item jump sequence breaks were cool and the item management looked really well done. There were some laugh out loud moments as well: That stage transition glitch got me nearly every time. The downtime between the exciting parts was pretty minimal, I didn't find myself getting bored at all. And yes, the encode is nice too. Voted Yes! I do wonder if those Habaneros in the Cave Dungeon could've been saved and used in longer sections, though... I'm assuming both of them were needed to clear gaps and it was faster to do that than to manipulate more item drops?
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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)
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Is there any reason you kill all the enemies along your path in the very first sidescroller area? There's no mention of it in the submission text and it looks like a lot of time can be saved by just skipping them. The sidescroller segments in general seem like they could use a bit more work as well, though what I'm seeing as suboptimality might just be the game itself. Your boss strategies seem inconsistent: Sometimes you do single hits and other times you hold out the sword to do 2 hits in one swing. Are they both the same speed? You seem like you know the game well, and it's great that you submitted your second effort instead of your first, but I'd still recommend giving it another shot just in case. You mention yourself that 30 seconds can possibly be saved, which is pretty significant even for a longer run like this. I'd also recommend interacting with the forum a bit more instead of posting finished runs: Post your works-in-progress, explain what you're doing and why you're doing it, ask people for advice if need be. For a first-time TASer, it's still a good effort! It just needs that extra push to be great. Also you can save a frame on the title screen by pressing 1 > 2 instead of 1 > blank > 1, but that's just me nitpicking.
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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
Finally, the Disney's Marvel's The Avengers 2: Adventure Time: Hey Ice King! Why'd You Steal Our Garbage?! Erotic Violence 3 - Son Of The Ghoulies TAS is complete. EDIT: Nice encode! Yes vote.
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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)
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TAS timing ends when no further input is needed to reach the credits of the game. If you provide a movie file that ends on the final input, someone can replace the submission file for you. If you don't provide that movie file, someone else will. Why BizHawk 1.5.3? That release is nearly two years old.
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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
EgixBacon wrote:
the sad thing is you actually looked here
:(
Yes, excellent, someone found that~
hyper text transfer protocol colon backslash backslash cocainecolakid dot tumblr dot com
Fun fact: If typed properly, this is a real link.
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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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Alright, let's start getting into this mess. I did a couple quick test TASes to see how long it would take to make certain things: Here's a quick test character. Here's a test spell using one of the sample animations. And here's an embedded video of making a custom spell animation. I'm embedding it as a Youtube vid instead of a gfycat... well, mostly to remind myself to tell everyone to turn their volume down during the entirety of the spell creation section: Link to video Eventually I'll get to the more long-form stuff, like creating a test map and a test event, which should be both more and less interesting to watch somehow!
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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
Posts: 2793
Location: Northern California
Alternate screenshot suggestion:
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.