Posts for Twisted_Eye

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Twisted_Eye
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Would it help/be possible to manipulate that little green dude to not be there? If you can get rid of him, you might be able to get just that little bit closer that you need.
Twisted_Eye
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Hmm, I'm not sure what to say. You did a good job, definitely, but there wasn't a whole lot of variation throughout the movie, it ends pretty much the same way that it played the whole time. Sure there was a 7-hit or 8-hit combo occasionally, but it was just a better strike from the same moves. And yes the fights did seem long. The clincher for 'meh at best,' however, is the wait caused by those silly, constant hangs. I know that there wasn't anything you could do about them, but they add just that extra bit of inaction to the movie. This game is no SFA/Z 3, though it's a surprisingly good adaption of 2. I actually thought this was one of those pirate roms you see in the NES romsets until I actually looked at my roms and saw it there, clean and dandy. --I played with Ryu a little after the movie finished and was able to play around and keep fighting after almost every KO strike, but you never did that in your run. It'd be an interesting way to keep the movie going, but I don't actually think you can add to any combos like this. The game doesn't even let you continue combos through a dizzy, so 8-hit combos were pretty good, I realize. But yeah, I still have to go with a meh in the end. Nice try, however. I never use Gen in sfa/z games so that was interesting to me.
Twisted_Eye
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Good lord I love Nitsuja's Sonic Advance runs so much. Like LSK said, it's incredible how each of the runs are so different and yet so awesome. Another fantastic job, sir!
Twisted_Eye
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I loved this movie and was waiting especially for it. I wonder, at the final boss, instead of 'freeze,' would using 'broom' and floating right in front of that badge...thing be faster since you don't have to keep jumping then? I'm not sure entirely how the broom works, so I may be wrong
Twisted_Eye
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I'm thinking you should redo. It's a good game for this I think, but you were visibly not optimized. I stopped after the fight with Buzz where you had to bounce the tire around. You really could have had that tire on him much sooner. And in the running Rex stage, you need to play for entertainment. Just staying at the right edge of the screen is not what we want to see. Remember, you're not supposed to make a video walkthrough, you're supposed to make a piece of entertainment. It's hard to do sometimes and often you don't even realize that you're not doing it, I know myself, hehe... But yeah. Some of it was definitely good, and you're on the right track. The stage where you had to keep up with Buzz was good, but I think using hooks more often instead of bouncing on a couple rubber balls would have been faster, and thus better. So, yeah, good points bad points.
Twisted_Eye
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Thanks. I'm at Area 8 now, trying to manipulate a creature that can give just one point of Hover for a ceiling glitch. After that it's just the same ol' key hunt and bossrape ;D As far as Pool of Radiance is concerned, I have absolutely no idea what to do about the RNG. I can seriously jump straight to the final two battles, but if I can't manipulate some hits and misses, I am absolutely screwed. As far as I can tell, it only advances when used, and that depends on HOW it gets used as well. The problem with the last two battles is that the enemies' thac0s and ACs are so top notch...augh. Heck, the REAL reason I make two characters is simply because the final boss will never miss and will always instant kill in this situation, meaning I simply hope and pray that all of my guys hit for an average of 8+ damage per turn every turn so that the last possible guy to do the last possible damage gets precisely the kill. ---wwwwaaaahhhhhhhh
Twisted_Eye
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Except level building is a small part of the movie that can simply be fast forwarded. An entire movie shouldn't be fast forwarded, and that's what autoscrollers are doomed to be. Abadox is one I'm willing to watch, but I expect to fast forward a lot. --Actually you've done a very good job here. Some creative things, like in level 1 where it looked like you were stroking the tip of that tongue. Clever. But at the second boss, with the eyes, you let a shot miss, SO TOO BAD *no'd* Nah jk. The bosses all otherwise looked great. The game itself is actually very interesting, I think this is considered one of the toughest to beat games of all time. I know I've heard that before. But yes this movie DID get repetitive about halfway through; one of the advantages the Gradius movie has is some variety- he gets so much speed, he can go through the walls in thin places. But you know what, I think I actually did enjoy watching this. If there's another shooter published to the site, I would not mind it being this one.
Twisted_Eye
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A pretty good attempt, but I'm pretty sure there are improvements. However, I've never played this game before today, so if I'm wrong, all the better, hehe. The bosses never SEEM optimized, it feels like you could swing the sword faster. But you do a good job, let's go for optimal. You talk about having to stop in 1-1 at cliffs because of momentum. One thing to do to gain a good bit of time is put yourself as far BACK on the cliff as you can, starting at little-to-no momentum, and then jump at the cliff corner so that as SOON as you are able to clear the jump, you're MOVING. Rubbing against the cliff as you clear it starts you at 0 momentum, so if you gain some momentum first you'll save the charging time. Otherwise, I think you stopped to kill a pink ninja girl the first time one appeared, did you need/get that key symbol that appeared on her? But yeah, good job, just some things I saw that looked iffy.
Twisted_Eye
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http://www.twistedeye.net/TAS/BM-EB--WIP3.vbm <--Completes Area 4 and is halfway done with Area 5 A lot of shortcut action in Area 4, but Area 5 is wearing me down--the catacombs at these points are almost all just walking through a long boring maze and it's really hurting the movie and my motivation. And the movie is already a lot longer than I expected it to be before I actually played the game, BUT I have good news, and it's not auto-insurance. I think I can skip Area 7 altogether, which is AWESOME because that Area is very tricky to navigate AND it requires two keys to reach the boss. The Area has some of my favorite music in the original Blaster Master, but thankfully this game butchers the musics all just a LITTLE so that I don't mind skipping it ;P There's a huge shortcut door that somehow takes you from Area 1 to Area 5 (and if you go back in the door, you go to Area 3---) BUT you can't get there without the Dive upgrade, which you get FROM the boss of Area 5. I spent like an hour trying to glitch my way in but no dice. That would've been a dandy shortcut. Also, Jason can ALMOST reach the door to Area 6 by himself, meaning I could skip Area 5 altogether as well, but, again, no go. What's really getting me, though, is that every time I rewatch the movie, I notice little points where I can save frames. Yes, it's NEVER more than one or two frames possibly saved, but still it's frustrating how that always happens in my TASes, hehe. I'm sure it's a common problem though. But yeah, the plan at this point is simply: Beat Area 5's boss, die shortcut to bring the tank halfway through the level with the Dive upgrade as well, go to Area 6, get its two keys and beat its boss, die to Area 5, die twice to Area 3, die to Area 2, glitch to Area 8, get the two keys and beat the boss, game zer0ver. ---oh, and in all my years, I can't remember if I ever knew you could strafe in the NES Blaster Master, but you're RIGHT. I played the game for years and I seriously don't remember ever being able to do that!
Twisted_Eye
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I test the jumping-off-of-ledges trick nearly everytime, usually the platforms are just so small and tightly packed that there isn't much of a benefit, and yes L+R off of a ledge is strictly visual, unless I intend to use the smaller hitbox to my benefit, especially true in that one vertical shaft in Area 3. Rewatching, I think there are times where I could save a frame or two in the early parts of Area 1, like with practically every TAS, but it'd only be a couple frames and if it's not very noticable I hope no one minds if I leave 'em be. I might try hex-editting in fixes later, who knows. And, yes, as long as I keep my Hover powered, there are some nice shortcuts in Area 4
Twisted_Eye
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Did somebody say they wanted to see some glitches? OOooohhh I have some glitching here for ya. http://www.twistedeye.net/TAS/BM-EB--WIP2.vbm <--Completes Area 3 and enters the door to Area 4. w-hey, where'd Area 2 go? Those blue-arrow blocks present the tank from going forward and disallows Jason from stepping out, unless you defeat Area 2's boss and collect the Engine upgrade. However, I discovered that glitching upside down and diving into the ground fooled the game into letting Jason out, and, well, I guess the little man comes with an engine upgrade built in ;) And I figured out that the way dying worked was different from what I thought, which gave me a couple awesome shortcuts, yep yep!
Twisted_Eye
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redownloaded and watched in two different players and still saw no numbers, but doesn't matter, you still got the trick to work and that's all that matters hehe
Twisted_Eye
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Bisqwit wrote:
*) The numbers displayed on the bottom of the screen are the magic numbers for the trick.
I didn't see any numbers in the avi, and I doubt they're in the fcm, so unless I'm missing something, I think you forgot them, but that doesn't matter: Awesome work! That's a very respectable amount of dedication to get this to work, and with such awesome success! You da man, man, hehe
Post subject: Blaster Master: Enemy Below/Metafight EX
Twisted_Eye
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A Blaster Master sequel! ...Not Blaster Master Jr./Boy, which is more like Bomberman, I'm talking Enemy Below, a game the looks, sounds, and feels like it was fan-made, even though it's an official sequel from Sunsoft! Jason returns to the underworld of BM to do...pretty much the same as before in all the same places. It's basically a solid remix of the first; new level designs, objects won from bosses, new bosses, new secret items found away from bosses, and most importantly, keys. In every stage you have to find a key to unlock the boss catacomb (in Area 6, 7, and 8 you have to find two), so this will add a lot more time to the movie, though often the key catacomb is just on the path. Death works a lot different in this game, too--in comparison to the original, this game has one life per continue but infinite continues, and each continue returns you to either the Area door you came in through or the level's checkpoint spot, whichever is closest, and you're always in the tank upon continuing with all items you had upon death. This means that it is almost always faster to suicide after picking up a key so that you don't have to exit the catacomb by hand. Other things to note are in the catacomb sections: 1) Holding the A button lets you strafe in this game, an interesting addition, and 2) you can't walk diagonally. Which is a bummer and a bit of a speed damperer but oh well. Anything else? YES. GLITCH. In the tank, pressing left+right and then right will flip your tank upside down, as if you had walked on the ceiling using Wall 2. What does this do other than look stupid and mess with the movement? Well, as this WIP shows once or twice, it lowers the hitbox of the tank, allowing me to save a couple frames by missing a ledge that would otherwise slow me down, and second, more importantly, once I get Hover, there are certain areas where I can glitch through the ceiling to be on top of any space that's just one block tall! This includes places that are two blocks tall but the top half is a small pool of water. This, obviously, presents some good shortcut action! And things can get even more screwed up once I get Wall 1; I can go through walls that are just one block thick! These two scenarios aren't as common as they sound due to good level design, but are definitely helpful when they appear. Otherwise, on to the WIP. This movie completes conquers Area 1 and enters Area 2 after 4 minutes, and shows pretty well how the whole of the movie will look, but there will be much more glitching ahead. (Area 1 is actually a LOT more simple than other areas, too, don't think it's all going to be just driving straight ahead and getting out occasionally, each Area is unique) http://www.twistedeye.net/TAS/BM-EB--WIP1.vbm --This uses Blaster Master: Enemy Below [U][!].gbc, btw. I haven't done much comparison between the two, but as far as I can tell, the only changes are an English title screen and no Sunsoft screen to click through
Twisted_Eye
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Ya know, I have no problem with 1 being the one at all, if 3 is too similar to a run already done, yep
Twisted_Eye
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Absolutely loved this movie, glitchfests like these are my favorite TASes by far to watch! With this being one of my favorite Zeldas I'd have to say that there's no way this gets less then a 'yes'
Twisted_Eye
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I think he's wondering whether getting your character to jump in would cause him to fly off like the vegetable does, which might just have TAS potential if it's true
Twisted_Eye
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Pretty good game to pick and a decent attempt at a movie, but it really did seem quite improvable. Damage boosting is clearly faster than just walking, so using it much more often would be a good idea. It can be done in ways that don't look amateurish; the ways that you DID use it in the movie were excellent for this sort of thing, though you should try to work it out that taking damage should never send you back to the left; if you need the invulnerability, try to hit something else just previously so you can boost to the right AND be able to get through the lava flows, for example. Also, lag could really use looking into; the one point in the movie that you did, though, you literally stopped everything just to kill a couple seconds. Not cool. How does summoning the dog work? Could have just called out the dog to beat up those skeletons? I know earlier in the movie the dog was able to beat up some things, so it would've been a good idea to use the dog to wipe out lag in several points. A couple of the boss battles looked great, but some improvable. Too much time where the boss was vulnerable. When you have that fireball power, especially, you should watch one of the top notch Megaman videos to learn how to use your distance weapon to make sure that you're hitting that little brain-ball at the very first frame possible each time. You did an alright job overall, for sure, and it was a good game choice, so I'm gonna have to give a 'meh.' And I don't remember seeing him hit the guy four times at the end, but I do remember seeing the dog hitting him and it was much faster, would it be possible to use the dog to do extra damage each round? Heck, would it even be possible to voluntarily touch the boss and take damage before he opens his mouth so that when you're attacking the brain-ball you have the invulnerability so that you can avoid the fireballs it shoots and get in that fourth shot each time?
Twisted_Eye
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thegreginator wrote:
skamastaG and I have been experimenting with a number of different options for YI2 for entertainment value. Right now we have 7 possible endings, all of which have a different trick used in them. We made videos of the 7 endings and put them in a YouTube playlist. Here is the link to it
5, 6, and 7 are definite no's, and 2143 just get better as they go along in that order, so if the first four all end up the same speed then definitely go for #3
Twisted_Eye
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A fun looking game, well-planned and well-executed run, very short resulting movie with a good amount of variety as well, why, I must say 'yes' to this! It's unfortunate that there are as many autoscrollers as there are, but that's an easily fast forwardable problem if it gets too repetitive. And the movie is altogether less than 10 minutes, so autoscrollers can easily be tolerated for the little while.
Twisted_Eye
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haha I love how EVERY shot of the main character during the cutscenes was the exact same "O NOO!*moon*" picture. I played the game for a couple minutes before I watched the movie and that really helped the movie to make sense, so with that I have a better understanding of the yes vote this movie deserves.
Twisted_Eye
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DF: Ahh, ok, I kinda figured that's why, but I was double checking just in case. I TRUST you know how to play the game since you made the TAS hehe
Twisted_Eye
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haha yay, another tiny toons platformer tas, 'cept this time Buster thinks he's Sonic. Same color, big eyes--Buster's goofy grin when he's crawling was fun to watch also haha. Pretty much all of the run looked great, but little moments kept appearing where I would wonder whether what you did was truly optimized. At one point, for example, you're running up a mountain and you take damage from two guys and then slide at the third time you would have taken damage. Was stopping for the damage animation really faster than sliding through the enemies? And how does Buster's wall-jump work, it might have been able to make some shortcuts or some such thing? I've never played the game so I don't know how it works, but this movie deserves at the very least a 'meh' vote even if what I noticed was right.
Post subject: Re: Pokémon R/B "catch 'em all"
Twisted_Eye
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primorial#soup wrote:
To finish the run, I'll be visiting the designer in Celedon Mansion to receive the diploma. I'm not sure what it does, or what it looks like, but it seems like the proper thing to do because you can only get it after collecting all 150 pokémon (Mew is not necessary for this, but I'll be catching one anyway ;).
I've done it, it's not that great, you just get a cheap little paper of congratulations that you can print out using the Game Boy Printer, but I think that ending there is a clever idea I think I'd much rather watch this than the actual full game run.
Twisted_Eye
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lipucd, your avatar makes me input a username and password to view it? That's, uh, weird. Try to use another host, one that allows hotlinking. Yes it shows up right for you, but it doesn't for anyone else. Well for me anyway
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