Posts for VANDAL


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Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Yeah, I'd really like to see this game done with so much variety. I'll even help brainstorm on ideas of what the run should consist of. After seeing your KI run I just know that you could pull off such an incredible run of UMK3.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Absolute greatness pretty much describes this nice and short run. This TAS fulfills the many aspects of KI with its variety (combos) and glitches. Spinal was a great choice since he has the ability to morph into his opponent, for a short time, while being able to do incredible combos. Yes Vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
SpiDeY wrote:
Tompa wrote:
I love Donkey Kong Country runs!
I will second that! Donkey Kong runs looks so cool, every single one.
I also thoroughly enjoy Donkey Kong runs with there interesting layouts along with their graphics/music which sets the theme. This run is turning out really great and entertaining so please keep going.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
pirate_sephiroth wrote:
Well... it's still not as good as it could be... You didn't use neither the best glitched fatalities nor double babalities/friendships, on top of that you included Smoke & Jade ( I don't know why). I won't vote no, because it's not that bad, and because I know you were already tired of this game. =P
It's difficult to please everyone so I definately understand. What's your opinion of the best glitched fatalities? If and when there is another version of this run there will be double babalities/friendships. I included Smoke and Jade because in real time they are usually a great challenge, what with there super speed/reflexes and no matter what difficulty you play on they are set on, what seems like, Very Hard. The biggest aspect of this run is to show off all the game's features (not all can be done and some that were possible were not used because of the lateness of the find).
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
As far as I'm concerned, this looks pretty good and optimized. It has an interesting story (interpreting) and it's pretty entertaining as a TAS so I think it would be a good contribution to this site (I just wish I would have given it a chance sooner, sorry). I say good work my Dark friend, heh, Yes vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Wow, under 30 seconds, you're the best at what you do. Re-Yes Vote (for the third time).
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I wrote:
Alright, it seems that everyone enjoyed Kung Lao's the most. This movie is archived and since I'm going to fix the errors in it I don't see a reason for this to be published. I guess I should cancel it now but I'm a little bit confused. If I were to change the difficulty to Very Hard and not use a Code like in the original plan but still do many glitched fatalities would that be okay, for the concept demo anyway?
I take it back, I am very unwilling to make another attempt, I just don't think I could get creative enough because you pretty much see the best that I can offer for MKII in this run and I don't want to make a rehash of this. So if anyone is up to making this run right then I say go for it, chances are this run will get rejected because of certain things about it. For the record, as of now, I have more confidence in this run than I did yesterday (but you wouldn't know for sure by the way I bad mouth it, heh) .
Experienced Forum User, Published Author, Experienced player (612)
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shallow wrote:
I think you should do stage fatalities when applicable, since you can do regular 'fatalities'/humiliations on any other stage.
I agree, stage fatalities should be used when possible.
Experienced Forum User, Published Author, Experienced player (612)
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Posts: 612
The Kintaro fatality can be done instantaneously upon the finish him remark, it's shown in my other movie that is currently published here. The way it is done is the 'B' is held down before the round starts and game thinks automatically that that button has been pressed for ages.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Alright, it seems that everyone enjoyed Kung Lao's the most. This movie is archived and since I'm going to fix the errors in it I don't see a reason for this to be published. I guess I should cancel it now but I'm a little bit confused. If I were to change the difficulty to Very Hard and not use a Code like in the original plan but still do many glitched fatalities would that be okay, for the concept demo anyway? What I was thinking is that I go back and redo the currently published run where there will be no glitched fatalities besides the ones the programmers somewhat intended and just spruce it up, show something new and with more fluidity because now I know even more about how this game's AI reacts upon my character's actions. But the biggest problem with that is doing the same fatalities, I could do the character's secondary fatalities but do we really need two runs of this game.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I think the GBA version should be used since it already has a complete translation although you do lose quite a few tricks but there are some benefits that I think would more than make up for such losses (the card game comes to mind where you can get some really cool/powerful equipment).
Experienced Forum User, Published Author, Experienced player (612)
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If I redid it on Very Hard you wouldn't really see a difference. I could probably get by without the use of the code that allows for more fatality time. Hmm, I'm thinking of canceling this run here and now and implementing some improvements. The glitched fatality set up is already pretty optimal because in order to justify the set up I have to shadow kick/uppercut and usually my enemy gets in the way. If I don't justify it, the invisible projectile is in weird, out of place locations, more so than the justified locations. Are glitched fatalities really a must for this run? I can see if I removed them that there would a better response from the people but I'd also lose some spectators. Quite a dilemma at hand. With the difficulty setting and the code used I feel this run is more of an embarrassment and would serve as a blemish to this site. I'm going to actively work on improving this run, I'd like more suggestions over on the Mortal Kombat thread so that I can get a better idea of what would make it better. Regardless, I'll leave this run up until I have another one done.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
An improvement this great to a game that is already pushed so far is just incredible. I do hope you get to the bottom of what you felt was a loss of time. Yes vote and great work the both of yous.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Truely the best. I enjoyed this run more than the last one because of the little things along the way and being able to improve it by 45 seconds, very impressive guys. Definite Yes.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
This is great, I never thought such an improvement could be made with all the glitches and shortcuts. I use to watch my brother play this game for some reason he could never get far enough to beat it but with this said I am familiar with this game and I know quite what it's like. Yes Vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I knew this run would have it's flaws and that was one of the reasons I was afraid to do it. As I've stated before, the difficulty increases as you progress but still I should have known better not use Very Easy. I might do another run of the game where I fix these errors but not for a while. The glitched fatalities will most likely not be fixed as they are already carefully planned. Now that you have seen what can be done there really isn't much else to expect, in fact it will look identical regardless of such changes. Using the extra fatality time code was something I felt that I needed but if I really think about it now I probably could have coexisted without it, I used it to set the enemies' position up for the glitch to work. If the glitched fatalities aren't the high point of this run then I'll not do them next time and just fight the extra battles as wanted. Edit: If this is to be published, maybe it should be published as a concept demo because I feel now that it is very 'unclean' with Very Easy on, a Code, and a bunch of waiting BS for a glitched fatality to be performed and such.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I just finished up the fight before and with Jade. Jade doesn't really allow much to be done to her so I did the best I could (projectiles go right through her which lessens combos).
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
It's very fast paced so I can't really complain. I'm really enjoying all of it and I'm looking forward to future progress.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
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Well, the thing about the waiting for the 'Finish Him' message is that if I used Baraka I can throw my victim and then throw him again before he gets up all the way and still have them able to do something but unfortunately still there is no luck. So... I have already done the two-player segment but I did not see your message before I finished otherwise I think I might have used a friendship, only, the two-player segment would have been cheaper because of less moves being available. With that in mind, there isn't that much of a competition going on in the two-player segment (there is but...) because of how fast paced it is, if you blink you'll miss the 'competition' part (what time is it anyway? Don't Answer This). I'll go back and check and see if I can do anything during the fatality sequence but if nothing works I'll keep what I have because I think what I have is good. Edit: Since I'm done playing the two-player segment I'm able to continue on much quicker. I'll probably be done in a week or so just to give you an estimate but that is if everything is the way I want it to be.
Experienced Forum User, Published Author, Experienced player (612)
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comicalflop wrote:
I wish my first ever TAS attempt at DKC2 was as good as that... at some point I need to learn how to do N64 TASes
You could try using a mouse as the analog stick but it's not perfect, you would be better off using a gamepad with the necessary amount of buttons with an analog stick and to just wait until Mupen is implemented with the ability to set hot keys to gamepad buttons. With regards to the test run, I have not seen it yet but from what read all you really need to do is use more rerecords and try to perfect your movements but hey I don't want to discourage you.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
That's pretty awesome and Spinal is a good choice, I was never able to do combos like that with him. It would best if you did nice combos as this is a fighting game and it can and will get repetetive. From what I saw it looked really cool and I look forward to more.
Experienced Forum User, Published Author, Experienced player (612)
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A nice display of carnage for such a repetetive game. It looks pretty optimized and it obseletes a Famtasia run which is always good. I admire your persistence since I heard it crashed pretty frequently as you progressed. With that said, I give it a yes.
Experienced Forum User, Published Author, Experienced player (612)
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Having my victim do a fatality on me is not an option unless you can prove me wrong and if you do then I will probably go back and put it in the movie. I have spent many rerecords on trying different fatalities (I didn't use the actual movie file so don't expect massive rerecords, just thought I point this out for some stupid reason, what the hell time is it anyway? don't answer this) but none of them work but I'm able to get in an uppercut but too bad there is no way I can be in the Dead Pool zone since I'd have to fight player 2 for another fight.
Experienced Forum User, Published Author, Experienced player (612)
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I just watched the whole thing and it's as if Sonic is possessed by a demon (and Tails). Throughout the whole run I was thoroughly entertained, I didn't want it to end. You're one hell of a Showman even though it was consistently great. I give you a yes vote and I'd like to thank you for putting a good chunk of time into such an excellent run, it really provides tremendous entertainment.
Experienced Forum User, Published Author, Experienced player (612)
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Damn, Smoke was a BITCH to manipulate but I did kick his ass! I made him look rather foolish but some attacks are repeated because of how much more abuse he can take. Not a lot can be done on him because of his flawless yet flawfilled AI (by flawfilled I mean 'THE' AI as a whole, everyone is manipulatable to a certain extent :) and by flawless I mean he has super speed and reflexes.
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