Posts for Tangent


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AKheon wrote:
Again, why? ...It's like fighting games exist in a small bubble separate from the other game genres and their established TAS rules.
The main answer to most of your questions is because TASing fighting games for speed looks far FAR less impressive than regular play (assuming players of at least moderate skill), and absolutely less so than things like combo exhibition videos which people have been doing at regular speed for ages. Furthermore, there are generally only two skills on display in a speed oriented fighting game TAS, damage planning, and AI manipulation. Neither are complicated and neither will change much from round to round. Damage planning is even more trivial for fighters than most games since there are entire databases dedicated to frame exact info and timing already out there, and infinitely so when there exist broken gimmick moves like the super punch here, Yoshi's seppuku, Soul Calibur's ring outs, etc. tl;dr Speed oriented fighting game TASes look worse than regular play and are accomplished mostly through endurance, not ingenuity.
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feos wrote:
The most agreed option is that there should be 2 meta-categories, that can be definitely found out for any given run.
The most agreed upon, disregarding the poll results?
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Samsara wrote:
For example, how often do you think people look up Olympic bronze medalists out of genuine interest? They could have wonderfully written Wikipedia articles (there's an oxymoron) or insightful and inspiring articles/interviews, but they're still mostly going to be ignored since people generally want the best of the best.
That's not going to change with any suggestion here barring "put them all together." It's just that instead of being put into X-tier, it'll be they won't get Y-tag, so people will still feel slighted and there'll still be segregation. Star bellied sneetches and whantot.
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At 0:46, won't staying on the platform add its movement to your own instead of jumping off immediately? And why the two jumps at ~5:58? Regardless, most of it was either auto scroller or walk right and shoot enemies as they appeared, soaking up damage to no ill effect, so...
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dunnius wrote:
In some respect, if there is a TAS of a game that is considered "bad", then it will tend to be put in Vault regardless of how well the TAS was done
What does that even mean? If it was done poorly, then there would be clear improvements and it'd generally be rejected. If you mean perceived effort, there are so many problems with that and the only benefit seems to be self-esteem hugs.
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This is also a ridiculously easy autoscroller, so even 100% kills (if that's what the 100% is supposed to be referring to) is very easy to do in real time. https://www.youtube.com/watch?v=a6uUAHgpl54
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It was also cancelled, not rejected.
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Didn't watch the whole thing, but... 5:50, looks like you get hit when you don't need to, get knocked back, and need a couple extra jumps to recover. 6:20, instead of jumping straight to the ledge's edge like you do for almost all the others, you overshoot it and fall back down to it. Really doesn't seem very optimized.
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dunnius wrote:
Today in IRC: <scrimpy> and, let's face it, Hydlide is not a very good game Then why was it so popular in Japan?
Because popular and good are two very different things. Flappy Bird was popular and it's indefensibly awful. I'm not sure what the definition of 'good' here is either or how it's particularly relevant. I can think of plenty of excellent games that were extremely popular which would make (or have made) horrendous TASes.
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Archanfel wrote:
1)Rules about transition from Vault to Moon is very unclear sometimes. From recent examples http://tasvideos.org/2697M.html such a small improvement was enough to do transition; But dunnius's NES Hydlide in 05:11.62 improvement which nearly twice faster than 09:07.32 predecessor - still not enough for transition, it is strange imho. 2)Voting system is imperfect: Vote: Did you find this movie entertaining? Vote: Should this movie be published? It is two absolutely different questions. Sometimes boring movies deserve be published. And sometimes (rarely but still) entertaining movies not deserve.
I continue to think the question should be "Which tier should this be? | Moons/Vault/Reject" with stars being judge's call, although presumably based on heavy Moon votes. Right now, someone voting yes could mean Moon or Vault (or Reject honestly in some cases), while a no vote may mean Vault or Reject. Only "meh" votes seem to be strongly weighted to the Vault and Vault alone. I'm pretty sure that given the question is focused on entertainment alone, that's how it was conceived, but that's not how the vote is being used, so it should be clarified so that it's actually useful again.
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AKheon wrote:
That barrage of yes votes is fairly surprising, actually. Personally I wouldn't put it into moons... while the run is short and cleverly optimized, the game is still kind of obnoxious to experience with your senses. I gave it a 'meh' (just now).
Anything that's an improvement gets a disproportinate number of yes votes, especially if it's a significant improvement. See: Any Atari game frame war.
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Spikestuff wrote:
Dimon12321 wrote:
TAS the game yourself!
This^ Seriously. Tangent if you're going to complain about a button, A BUTTON and then start complaining about other things TAS the game yourself. Edit: Oh and if you point it back at me. I have attempted to TAS this game. I will only provide the necessaries because screw this game.
My bad for pointing out that his justification for what appears to be sloppy play makes no sense and contradicts his previous stated reasons for doing it, even after you showed that the start and end were very sloppy. What should I do to ensure that this travesty never happens again?
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Dimon12321 wrote:
Tangent wrote:
Or to put it another way, it took two pages of trying to get an unconvincing answer.
Looks like it's you don't understand what I've written to you! Here is my PROOF to you and Scepheo! In this movie I pressed the button in the fastest time as you claimed expect to be and continued my route with the fastest time (no changes in input), but as I much said before, when the enemy noticed me, he shot at me instead of walking around like in my current TAS! Even twice, but I finished the input just before his second shot because I've already showed the AI change! Any more questions, gentleman?
So what if he shoots at you twice instead of once? Not 30 seconds later, you have 82 health and pick up a large medkit (+30 health). You have a spare 12 health that you can lose before that point for no time loss. What's more, there's two more medkits at around the 14/14.5 marks that you come within half a step of taking but don't. It would obviously be less time to take an extra half step forward at either of those places than the delayed elevator activation.
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Or to put it another way, it took two pages of trying to get an unconvincing answer.
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Dimon12321 wrote:
Tangent wrote:
I'm really not convinced that's the case, especially with all the idle time in the elevator that I'm pretty sure could be used to manipulate the RNG if needed.
If you talk about Duke Nukem, enemies start doing actions when they notice Duke. It depends on time and character's position at the moment of detection. There is no point in walking around or wasting ammo in the elevator or in any other place where no-one is seeing him! Of course, the enemies which saw him are walking towards his direction (in the wall) and still do random actions (walking around or shooting) when they see him again. But I can't explain why do lasergunners shoot in walls after Duke has already ran away!
I find it exceptionally difficult to believe that you took a distinctly slower action that far ahead of when the AI manipulation was actually needed. If you had waited to press the button or waited to leave the elevator some number of frames (if indeed "when enemy sees you" is the trigger for their behavior), you might have been able to convince me. That wouldn't have looked so obviously unoptimized as well.
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Patashu wrote:
Dimon12321 wrote:
Tangent wrote:
I am not talking about anything but the way you enter those two doors and press the elevator button. One way is obviously slower than the other. Maybe you should explain in your own language (or someone translate this to it).
If I press the button in the fastest time, I should lose it to stay undamaged! But honestly, I was very lucky that this defect was neutralized by game, because that's my fault that I pressed the button late!
So it's like the super mario bros 21 frame rule? Where even if you do the rest of the level before that point faster, you have to wait so that you can avoid being damaged anyway (which would waste more time then it saved)?
I'm really not convinced that's the case, especially with all the idle time in the elevator that I'm pretty sure could be used to manipulate the RNG if needed.
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Dimon12321 wrote:
Tangent wrote:
Dimon12321 wrote:
Tangent wrote:
Why does taking damage change the way you press the button?
I lose some time (5-6 frames) to prevent enemy(-ies) from damaging me! As you see, I've planned all the route using my old TAS and got 1 HP by the end of the game. Of course, if I lose more time, I had to take damage.
There are no enemies damaging you at that part. You are idling next to a door.
I don't mean at that part. I mean during all the map after pressing that button.
I am not talking about anything but the way you enter those two doors and press the elevator button. One way is obviously slower than the other. Maybe you should explain in your own language (or someone translate this to it).
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Dimon12321 wrote:
Tangent wrote:
Why does taking damage change the way you press the button?
I lose some time (5-6 frames) to prevent enemy(-ies) from damaging me! As you see, I've planned all the route using my old TAS and got 1 HP by the end of the game. Of course, if I lose more time, I had to take damage.
There are no enemies damaging you at that part. You are idling next to a door.
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Dimon12321 wrote:
Tangent wrote:
The answer I was looking for was more like "No time is lost taking longer to press the button because..."
Hah! ...because I took damage once more during this map (yes, it was the button)! Another AI manipulation and I got 0 frames improved. I hate the mechanics of this game! ZT was much easier!
Why does taking damage change the way you press the button?
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Dimon12321 wrote:
Tangent wrote:
Skipped to a middle part. At ~10:25, you're waiting for the elevator to open, then back in, then turn to press the button. ~30 seconds later with a similar situation, you strafe in so the button's immediately in front of you. Am I missing something here?
Thank you, but it doesn't affect the time because in the first case I entered in in the first possible moment and in the second I was walking next to the door because of strafing, but gained more speed . But the distance to the switch is enough small, so it doesn't matter though I'll check it for the improvement!
The answer I was looking for was more like "No time is lost taking longer to press the button because..."
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Skipped to a middle part. At ~10:25, you're waiting for the elevator to open, then back in, then turn to press the button. ~30 seconds later with a similar situation, you strafe in so the button's immediately in front of you. Am I missing something here?
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jlun2 wrote:
Nice how you also managed to fit a seppuku there. Although I'm baffled on why is that even a move for a character in a fighting game. >.>
Yoshimitsu is a gimmick character. And suicidal attacks (or just plain suicides) aren't that rare. https://www.youtube.com/watch?v=U8zx9qxCSvM https://www.youtube.com/watch?v=auTRDI6UI2k&#t=1m15s https://www.youtube.com/watch?v=imgL89xor9U
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ALAKTORN wrote:
Tangent wrote:
I suspect Hugo or Akuma would be the fastest,
I think Makoto is pretty broken in this game. I remember her killing opponents within 3 combos or so.
Possibly. I think most of her regular combos without burning meter (which would be at a premium) are fairly weak though, and her juggles can be a bit slow. I'm honestly not sure. Those were just my gut guesses. Dudley's probably a top contender too.
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Spikestuff wrote:
Oh, thanks for that Tangent. So a faster run would use Sean. Time: 12:23.33 (for those who won't read the YouTube description) Also just noticed something wrong with this run using the Sean TAS for reasoning. You didn't end your input early there is no point for all that extra input. Also According to the encode it ends when your input ends. I'm not changing my vote but I wish there was more thought in the choice of characters. The Movement is poor, waiting about 3 seconds in-game time to attack Dudley instead of manipulating. Pausing your moves instead of going all out. Quite a number of errors in this TAS especially for a fighter. For an example on what I mean by checking for strongest + fastest character have a look at Tekken. A TAS came out with Law stupid knowledge on strongest character is King but a character who is broken in Tekken is Yoshimitsu with a quick move called Spinning Harakiri which can give an instant KO or 20% health remaining (Manipulation is always KO). I would like to know if there is a character in this Street Fighter who is broken if not than Sean is your choice.
I heavily doubt Sean is the fastest. Even on that run, there's quite a bit of playing around. There are quite a few TASes on Youtube using various characters. That was just the fastest on on a cursory search. I suspect Hugo or Akuma would be the fastest, but I'd honestly expect a TAS to use Twelve because hhe has a super that lets him morph into the other character for the whole entertainment thing since fastest in a fighter is kind of dumb.
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Spikestuff wrote:
grassini wrote:
do a playaround.
BOO~! Anyways, Meh vote. If I had knowledge on which character is the fastest to use my vote would be No. Since I don't I voted meh due to entertainment and having it follow a few other fighters that are Speed/Entertainment on TASVideos.
I'm all but certain that Alex isn't the fastest, even if he was played well. Which this is not. But have one beating this time by quite a lot. https://www.youtube.com/watch?v=a5zK5ozug7g
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