Posts for VANDAL


Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
It looks pretty good. Some combos are really impressive. The 100% hit combos only look good when they're quick, that way, the repetitiveness doesn't drag on. The only real instance of this is with Striker but it's okay, it looks funny, just don't overdo it. Using Shang Tsung is fine but the goal with him should be to use him as little as possible so that other characters get shown off. Even if the other characters don't show off nearly as much as the better ones, it still helps your run's entertainment value. You used Shang Tsung and Kitana twice so far. It would probably be better to keep trying more and more characters out and show what they're made of. Dark Fulgore did a run where he used Switcharoo (Randper Kombat) and it turned out to be very entertaining (I wish I didn't discourage him from using it in his first UMK3 run *sigh*). Maybe you could try that. I made a list of characters, for my MKII run, that I would use in each fight so that I wouldn't have to figure it out as I went. Occasionally, I would have to switch a few around in order for a better fight but I still used the list mostly the same. Consider doing this, it'll make it easier. That 2-player fight could be more interesting if you could use more characters. Randper Kombat would fix this or 2 Shang Tsungs. In my MKII TAS, the only reason I did a 2-player fight was because it was impossible to get to Smoke otherwise (except for a button input code which would lead me right to Kintaro or Shao Kahn afterward, I forget who). Since you can be way more creative in a 2-player fight, I though it'd be better to do that than using the code. I did 2 more 2-player fights to show off some more glitches and combos (combos that I saw in Dark Fulgore's Glitch Demonstration video. Many thanks my friend). I think the last 2-player fight was a bit unnecessary, in my opinion. You're getting better so don't give up. You show a lot determination to make a good run. I'll continue to try to give advice.
errror1 wrote:
why do you let jade throw those 4 projectiles at you? why not jump over the first one, manipulate her so she doesn't throw them or just sweep her?
It's possible he's taking note of when I did something similar to that in my MKII run (I have an ego. Leave me alone :) ). I did that because I was waiting to retransform.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I don't really like juggling too much unless it's more abrupt like you're hitting them very quickly in succession instead of waiting. That's probably why I didn't have that many negative things to say about this run since it didn't juggle them a lot. I can see why you, Dark Fulgore, find this run uninspiring since a lot of the combos don't live up to a Tool-Assisted standard, you know, real crazy-take all their life combos. A lot of those combos require juggling... I still found this run to be entertaining but not too spectacular. Like I said, it looks sloppy and to add, straight-forward. By straight-forward, I mean you didn't manipulate all your victims to be in good position for some good combos; you just went with what they gave you, for the most part, or worked around them. That's at least the way it looks to me. I wish I could give better advice but I don't play UMK3.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I didn't watch your other runs (I suppose I should) but I thought I'd give this one a watch. I enjoyed the fighting for the most part. The combos are pretty interesting. I like that you're not juggling your enemies as much as possible with little hits or repetitive hits. Some of the fighting was just evil; you wouldn't let them even breathe some times. The run kind of looked like a 'many aspects run,' where you try to show off as many little things here and there as possible (glitches, combos, tricks...). Anyway, I saw some really cool glitches that came out of nowhere. That's always a plus :) The fatality in the first fight was kind of misplaced, off screen but no big deal. That showing of a Mercy was pretty cool. At first, I didn't understand what you were doing for losing the second round. That botched Brutality was actually better than an actual Brutality. I mean, the Brutalitys on the SNES version of Ultimate MK are already pretty botched. Seeing them even more ruined is just funny to me. In the first Endurance fight, in the first round, your victim(s) seemed so confused as to what you were going to do. I love it :) That kick to Motaro's face for the finish in the first round was a nice touch and the ending hit on Shao Kahn was priceless but the overall fighting against them was a bit lacking. I find this to be a pretty good demonstration of Ultimate MK3 but it's a little sloppy here and there.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
This guy (Tony Hedstrom) has written quite few documents regarding Game Genie Codes. Click the link provided, scroll to the bottom and you should find some documents regarding making Game Genie codes. The reason I refer to this guy's documents is because of how simple and broken down they are to read. I know this isn't what you're asking for but I thought it might interest you in trying to make your own codes or maybe someone else would try (probably not, though). Either way, best of luck.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I find this game to be really boring. It really feels like it's missing something (music? *shrugs shoulders*). I wonder if hard mode has more enemies or does it just make enemies take longer to die? If it did have more, it might actually help spruce up the run, entertainment-wise. I liked seeing the precision with the fired shots and the movement as well as creative choices with the camera (as creative as they can be; it's subtle; I don't know where I'm going with this). That familiar tune whenever a child was saved made no sense but was cool to hear (wasn't it the Theme of Simon? What's it doing here?). I'm not so sure these games make for good TASes as they do more for precise walkthroughs or something like that, or the whole idea of the game being completed. 6\8 because the game is only so interesting but your playing, as it looks, is pretty precise.
Post subject: Bloodlines Runs Comparison
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Since both Bloodlines runs finish within nearly 5 seconds of each other, I decided to do a special encode which plays them side by side at the same time: RapidShare link (I don't own web space, sorry). Spear Dude's run on the left and Whip Guy's run on the right so naturally, I set up the audio channels that way; down-mixed their original audio to mono and then combined them to Stereo. This way, it'll be less of a mess to hear/see (not that it really is... Who am I kidding, yeah it is). I set this all up with AVISynth. This is the script I used:
A = UnalignedSplice(
\ AVISource("S1.avi"),
\ AVISource("S2.avi"), 
\ AVISource("S3.avi"), 
\ AVISource("S4.avi"), 
\ AVISource("S5.avi"), 
\ AVISource("S6.avi"), 
\ AVISource("S7.avi"), 
\ AVISource("S8.avi"))
\ .Trim(0,112684)

B = UnalignedSplice(
\ AVISource("W1.avi"), 
\ AVISource("W2.avi"), 
\ AVISource("W3.avi"), 
\ AVISource("W4.avi"), 
\ AVISource("W5.avi"), 
\ AVISource("W6.avi"), 
\ AVISource("W7.avi"), 
\ AVISource("W8.avi"))
\ .Trim(0,112172)

C = StackHorizontal(A,B)

D = KillVideo(A).ConvertToMono()
E = KillVideo(B).ConvertToMono()

F = MonoToStereo(D,E)

AudioDub(C,F)
I encoded this with X264 in MediaCoder but I didn't really emphasize on quality settings, not really my department (THE BACKGROUND IS MOVING, THE BACKGROUND IS MELTING). Maybe a proper encode is in order... I was going to YouTube-ize this but it looks bad even if I resize it myself. There seems to be some desyncs in audio/video when I play this back in Media Player Classic but everything else I've tried syncs fine (VirtualDub, Windows Media Player). I wonder if it's a rendering problem with MPC... Anyway, I thought it would be interesting to see both runs go head to head, frame for frame. It ended up being kind of neat, in my opinion.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Ramzi wrote:
I just started using this the other day. And one complaint I have is, if I'm trying to create a save state, because I saved accidentally, I have to watch the entire video up to that point. This takes a long time. The max speed I can crank it to is 6400%. By my calculations, unless I've done something wrong, 6400% should get me anywhere in the movie right fucking fast. But it seems to be running, more realistically, much slower than that. Is this a bug only on my end? Is it possible to increase the playback speed, via programmatic patching, and is it possible to tell an emulator, given a movie file and a rom, to create a save file at a specified time point?
Try going into Config and then Sound. Under Quality, if it's not set to Low then set it to Low. Give that a try (I'm assuming that's your problem as it sounds like you're getting hardly any speed up). I honestly can not hear a difference in sound quality on either setting but that may not actually be what it's for (probably a priority setting or something like that).
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Comicalflop wrote:
I'm a playah, but only because I pick up beetches and hoes on a consistent basis AMIRIGHT Edit: quite inebriated atm right now
You fucking drunk :) Anyway, I like the new rating system. That's all the information you want, then that's all you're going to get.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
What's the ROM file name extension? Is it .gen, .smd or .bin (I'm sure there are other extensions. These are just the ones that I can think of)? Ours was .bin.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Really, really good run. You kicked so much duck ass. High ratings ensue and are much deserved.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I can see, right away, all the little optimizations in movement. Nice glitches too; they're nicer to see than to ruin with words. Boss fights... hell, fights period were top-notch! There were quite a few funny little moments throughout, some a bit subtle (I guess that's just my sense of humor taking over). Also, it seems the Prince is a bit of a giant or else most everyone is not as sizely. I mean, he's slightly crouching and he still towers over them. [/uselesspostfiller] Because of all the different things that go on during the run (making it refreshing as it progresses, in my opinion) and the whole tool-assisted feel (wobbling? just kidding), I give it a 9.5 in Entertainment. For Technical, it was nothing but technically well done so I give it a 9 because no run this complex is perfect (kind of makes you think, why don't I rate it lower than that? Because it was good). So yeah man, really good run and improvement, I enjoyed it.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
eternaljwh wrote:
Refight too? That does bring you back more than enough crystals you need for timesaving vs Elizabeth- so it could overall be faster even if the Golem refight turns out up to a second or two slower.
The refight would require 6 Axes but so much time is wasted while waiting for the Axes to leave the screen. Basically, more time is wasted than can be made up in Elizabeth 2. Truncated may have the numbers on this and I'll look through my WIPs to see what the outcome was but I remember Truncated being very sure about the Green Special sub-weapon.
eternaljwh wrote:
It's the Golem and not the Explosion that's lagging the game? I'm...not sure I believe that, but okay.
No, I said it was the Green Special sub-weapon...
VANDAL wrote:
With the Green Special sub-weapon and all its lag...
But I didn't make it clear. It's actually a combination of the two because of all the sprites on screen.
eternaljwh wrote:
(13 axes? but 50+1intdiv5 = 11.)
Yeah, I meant 11. I don't know what I was thinking...
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
If I remember correctly, Axes hit only 5 against the Golem so it'd be half damage. The boss has 50 HP (first fight), according to RAM watch and would end up being 13 Axes since you have to take the boss down below 0 HP. You also have to make sure the Axes don't cross through any of the body before it meets the head or else it'll hit under 5. So, you'd have to stand a little away, jump to nearly a peak height, chuck the Axe and wait for the Axe to leave the screen (I'm not even sure if that's possible from the start because of how tall the Golem is. You'd have to break him down first). As the Axe is descending, it attacks the Body causing lag. We also have to worry about the Golem walking forward and whether or not he'll smack the wall to cause cave-ins. I'm thinking of the second fight in this regard because the first one has that sinking water we have to wait for. With the Green Special sub-weapon and all its lag; it totally annihilates the Golem. The water isn't even finished lowering just to give you an idea how much faster it is than Axes. I can clearly see this taking way longer than using the Green Special, in fact, I think we have a test movie of Spear Dude using Axes for that fight.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
http://www.youtube.com/watch?v=M6F8BK69x6o -- This is indeed a crappy YouTube video. I suggest turning the volume down or better yet, not watching it at all.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
This is the type of TAS I like where you know what you can do ahead of time and never look back as you make progress. It was also full of moments that would make a non-believer in TASVideos cringe and shout cheats/hacks. Very nice job and I'm sure it required a lot of testing here and there so don't think that goes unappreciated. Yes vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Bad News: My hard drive is dying so I won't be able to work on this run until I get a new one. It's an old, used hard drive from probably 2002. I actually only adopted it a month ago and it's already crapping out. Shows how much life was really left in it. Right now, I'm only getting a transfer rate of 2MBs a second! Good News: This will only be a small delay (probably a week or two). Truncated will still be working on the run so there's some good. As soon as I get a new hard drive... IT'S ON!
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
That was just the best! Very cool and very entertaining run. That lua script makes it even more insane. I also see you're a fellow wobbler. I'll leave it at that. Yes vote. (Why do my posts all seem so boring, generic, and like a robot? Oh well, something to work on...)
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Hey, not bad. Looks a hell of a lot more fun. It's not always easy being creative but you did a good job. Yes vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
This wasn't a bad run but it wasn't really a good one either. Sure, you smashed through this game as fast as possible and that's cool and all but this is a fighting game, a unique one at that (there's really not much you can do to not be repetitive but in all honesty, all fighting games will get repetitive). Seeing it beaten as fast as possible gets repetitive and boring and it's not even so much that, it's the way you finish them off (down the screen to their deaths). It's cool to see that every once in a while but for just about every fight? It gets lame. I don't know how TAS worthy this game is. If there was a run with a lot of messing around in a good, quick fashion as well as insane fighting then maybe but the question is, how might that be pulled off in Super Smash Bros. ? I'ma have to vote no on this one. It's a tough game to pull off a good run with but I clearly don't speak for everyone.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
This one was off and on boring. It has nice visuals, 'Genesis' music, and an interesting feel to it. At a certain point, Spider-man just looks like he's showing off (that's a plus). One bad thing is the lack of fighting, though, when you did fight, it was the best thing ever. Gotta love when there's a timer to beat. With little nit-picks aside, it was entertaining so here's a yes vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Heh, look at Spider-man trying to be Spider-man (not sure what I even mean). This game probably could have been cooler if it weren't for such akward movement. Anyway, this is actually not a bad watch and I found myself able to refrain from fast-forwarding. Good improvement too. Yes vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Looks at how crazy spider-man moves Wow, man... just wow. This whole run was one funny bit. You also handled this game all too well, in every aspect. Yes vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Hmm... Well, at least the zapper works :D I'ma have to say no vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
Great job on this one man. Good entertainment value, like last time only more to it, it seems. Yes vote.
Experienced Forum User, Published Author, Experienced player (612)
Joined: 4/24/2005
Posts: 612
I thought I'd inform you guys that we're FINALLY done with level 5. Let's see how fast we can breeze through level 6, shall we? Oh and by the way, level 6 is the end!