Posts for Truncated


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I think the problem is not that some boss rooms have a ceiling in the way, it's that they don't have any walljump properties on the walls above a certain point. ---- Anyway, I thought I should say something about the game. Like some people said previously, it's not great. The physics are really buggy and annoying and it's easy to get stuck, fall through the floor to your death or crash the game when playing it normally. There is no acceleration and you only move in whole pixels. Even though it's a Mega Man clone it has no boss order, all weapons do the same damage to all bosses. It got better after realizing that the boss weapons could be charged up too. The game gained some depth at that point. Still, I understand the rationale behind choosing it. It had no emulator support previously and was guaranteed to be a fair challenge to everyone. I think that was a good thing.
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Rule question! This line is ambiguous:
The team that provides the movie file that completes the game from power-on to credits in the fastest time (input end) wins.
Which is it? Fastest time to reach credits? Or shortest input time (while still reaching the credits, but potentially later)?
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where are you Aglar
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pirate_sephiroth wrote:
this game...
Yeah... this game zooks.
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arandomgameTASer wrote:
Dwedit wrote:
When watching it, I couldn't see any use of the Hold Jump Button while falling before triggering a spring technique, it gives you a bigger boost.
...huh?
Dwedit seems to say that you should hold the jump button before bouncing off objects, like poles and camels, to go higher. And also that you do not seem to use this technique. I don't know if it is true but it sounds like something worth looking into.
Post subject: Re: A Request for Glory!
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c-square wrote:
Please tell us if you'd be interested in seeing a Quest for Glory II TAS.
I'd like to see it, as well as QFG3, but QFG4 is the one I played the most, so that's the one I would be the most interested in seeing.
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You can then pick up the door
Well, I'm fairly certain this is the first time I've seen this in a video game. Yes vote!
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Never seen or heard of this game before. How does this TAS differ from a normal playthrough of the game? The movement seems very limited.
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Please stop doing that on the clock pendulums. You are making me very nervous.
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arandomgameTASer wrote:
You can't jump kick without double jump.
Ah, thanks. I see now, that it even says that you must double jump to kick in the in-game description for the soul... can't believe I didn't remember, even though I've played the game.
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Great ride! Yes. :) I have one question: at 5:30 (in encode) you pick up the Kicker soul, but you do not start to kick to travel faster. Only after you've kicked up Malphas (double jump) 25 seconds later do you start kicking. I guess that must mean that backdashing is still faster than jump kicks without double jump? Or is there some other reason?
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dwangoAC wrote:
I do wish that we could do this one but Warepire brought up some really good points on why it won't sync. As noted above, if there's sufficient reasons and it can be explained well enough I'm willing to accept SGDQ ideas that can't be console verified but I'd really prefer to save this until the aforementioned issues are resolved. Still, very cool run idea!
Give it a try anyway? It has always synced fine on my computer, so the technical problems described are obviously not always in place.
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TheWinslinator wrote:
One thing that gets me about your TASing style is the seemingly random places that you do 1-frame left inputs. I've observed that it is faster to do that in the places it is done, but it is beyond me why it's faster. Also, how are you able to determine the precise time in the jump to hold left? It looks like arbitrary places to me, but I would guess lots of trial an error to obtain the optimal result.
It's not in random places, as I'm sure you have figured out. It has to do with the odd way that air drag is calculated. The Game Resources page for Kid Chameleon actually has an explanation of it.
In the air, all characters except SkyCutter decelerate 0:1 per frame. This is called air drag throughout this article. Air drag is present regardless of if you walk off an edge, jump, or bounce off enemies. If your speed goes below 2:95, it will instantly be set to 2:160.
http://tasvideos.org/GameResources/Genesis/KidChameleon.html At certain points it is faster to turn around, and decelerate on purpose to go below 2:95. This gets you back to max speed (2:160) faster than if you had let the speed tick down 1 subpixel for several frames. The average speed is higher even though you brake for a short while. If you play the movie frame by frame and check the speed (both whole pixel and subpixel) in the RAM watch RandomPie gave you, you can see it happening and probably figure it out.
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MediaMagnet wrote:
I'll give that a try crazy things are always fun :) silly question is notify on replies not turned on or is gmail just eating my notifications?
You need to turn on notifications for the topics you want to follow. Also, gmail has in the past been known to eat some notifications from tasvideos, thinking they are spam.
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Warp wrote:
Since you are using the mouse all the time when browsing anyway, then why not use the back button/entry in the context menu?
Because, like you said, the context menu changes depending on where the mouse happens to be. If it's over a link or an image or an input box, it doesn't have the option to navigate Back and I end up accidentally opening a picture in a new tab instead. Also, when going back three times (for example in a topic with linked posts) it becomes very apparent how much slower right click context menu is than pressing a key. I liked the mouse swipes in Opera, they did pretty much what I wanted, but Chrome doesn't have those.
Post subject: Re: I need a better browser...
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I was banging my head into the desk over this the other day too. I found an extension, Back to Backspace, which restores the functionality (and also Shift-Backspace to go forward) but I'd rather not have a script active which can read all webpages I go to and inject code. Considering switching to Firefox.
Masterjun wrote:
Sounds like a good solution to me.
It's not a good solution for several reasons. 1) If you accidentally go back, you can just go forward again. Like all modern browsers, Chrome saves form field data, so the change is unnecessary to begin with. This hasn't been a problem for several years. 2) Alt-Left/Right is a two-hand command, unlike Backspace. Instead of holding a finger over backspace, I need to let go of my mouse and find the key combination on my keyboard, and return a hand to the mouse again. 3) The Alt-Left/Right command is already used for rotating the monitor display on many graphics cards. Since Chrome cannot reconfigure hotkeys (?!) this conflict is not easily solved.
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That map encode is the best thing ever. Makes the movie so much easier to follow. Is it correct that the movie ends when the first phase of the last boss is done? And that the end of the second phase is potentially delayed because the movie just continues to hold the fire button, without manipulating damage rolls?
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Archanfel wrote:
Stage 2-1 is now completed: (Link to movie file)
I would love having you on board. I'll PM you and we can get this thing off the ground.
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Mothrayas wrote:
Yeah, there are a few hints towards it not being optimal timewise going by the comments, but it's not really definitive (...)
I disagree, reiki was very upfront about it not being optimal.
reiki wrote:
So I didn't let the cpu break any of my blocks. This made the level quite a bit longer than it would have been otherwise.
It could be played well anyway of course, but a lot has happened in tasing in the last seven years.
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rhebus wrote:
I'm trying to learn how to make a TAS with this game.
Nice. Can never have too many Kid Chameleon TASes. Looking forward to the rest of your movie.
TheRandomPie_IV wrote:
Good luck at finding the problem, I'm interested to see what you can come up with. Just ask if you have any more questions, though I can't promise that I'll remember everything correctly.
Hey, cool to see you're still around, like five years after you last posted. :) About forgetting useful info for this game: the Kid Chameleon game resources page could really use some updates by an expert, i.e. you. It hasn't been updated with the stuff you found when you made your latest movie, and no-one else knows it like you.
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I like this. I vote yes. The animation for the Tempest blade looks glitched. Is it really supposed to look like this? I tried to find some footage of the tornado attack in Leander on Youtube, but no luck...
Post subject: Re: #5027: Samsara's N64 Fighter's Destiny in 01:44.43
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TASVideoAgent wrote:
I'm Samsara, AKA the only person in history who's ever heard of this game.
I beg to differ! Post #369529 Nice to see there's two of us, though. I vote yes. A 7-point version could be interesting too. Probably a bit more variety.
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dwangoAC wrote:
Truncated wrote:
Or draw the version with long hair (and glasses?) first, and then trim the hair and glasses away, and add text "This happened."
3) Invert the image to draw with hair then "remove" it
Option 3 is what I suggested, so naturally that's my recommendation. Having it go from less hair to more hair makes no sense, since he cut his hair and tweeted "This happened" about it.
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samurai goroh wrote:
Trimmed version (Blue should be ignored):
Or draw the version with long hair (and glasses?) first, and then trim the hair and glasses away, and add text "This happened."
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OmnipotentEntity wrote:
1. Choking death is possible because we use the same tube for breathing and eating.
While I think factual religious discussions like this is pretty pointless, because belief in religion (and many secular opinions too) is not dependent on fact, but on faith or simply that believing something other than you have been taught originally makes people feel uneasy, this particular argument has always seemed weak to me. If humans had been designed, it is not obvious that two separate orifices for eating and breathing would be better. A single orifice introduces the risk of choking, but every extra orifice on the body also introduces an extra risk of infection. How much higher risk is unknown as far as I known, but at least infection is at least 50 times more likely to kill a person than choking. In 2013, around 9,200,000 people globally died from infection, but only 162,000 from choking. Before modern medicine, which has done a lot for infection with vaccines and antibiotics, but not for choking, the difference was probably even greater (but I didn't find any statistics).