I finished the TAS yesterday and created a video today.
I am not sure when I am going to reveal the TAS but it will be before Christmas and I am already working on a submission text.
6-2 is done!
Maybe some people remember my old 6-2 test attempt when I was first trying to learn how to TAS.
Quite the improvement since then:
Link to video
Link to video
1st:
Using FMC to roll through the door since it is an actor.
2nd:
Hitting the switch with Red as Green keeps moving.
Normally, when the Links use the sword while rolling, they perform a spin attack.
However, just as the roll animation starts, there is a small frame window when they cannot attack.
I start another roll with Green, reunite and make the others use the sword so the bridge spawns without Green slowing down.
3rd:
I want Green to move to the top as fast as possible so the others remove the pots and perform attacks; similar to the previous room, but with invincibility frames caused by performing an action like rolling or slashing on a specific frame when receiving damage.
The Red/Blue switch only gets hit once (normally, you need to hit it again to proceed through the next room).
4th:
This weird movement here is to keep Purple in a certain area so when I perform GBA OoB, he is inside the wall.
Reuniting in a specific way lets the Links clip out below.
Skipping the keyhole so the key can be used later.
5th:
Reuniting as a bomb flower regrows puts the Links into an oscillating state. By starting FMC on the right frame Green can roll to the other side and clip out.
6th:
These turtles can be used for Enemy Clipping once they've been flipped around.
Combined with very precise FMC rolls the Links can clip behind the door.
7th:
Using four spin attacks stacked so they all hit simultaneously.
The key gets dropped here for later.
8th:
Enemy Clipping again; this time stunning the enemies with a hammer.
Extremely precise and unforgiving clip.
9th:
Opening the exit path reversely without falling down by performing a very precise Ledge Hover.
On these tiles a standard Formation Hover does not work. However, a Ledge Hover can be performed on any tiles, but is more restricted.
You need the Green and the non-Green Link's rolls to be out of sync. It is important that Green keeps his momentum at all times or else he will drop down.
Using the C-formation to hold on to the ledge, it is possible to push the others towards the wall while they hit down the obstacle.
Starting a new, very well timed roll to get onto ground again and then switching + reuniting to get Green onto land as well.
The key normally obtained here is skipped and replaced by the one from the beginning.
10th:
Obtaining the Boomerang here. FMC to avoid getting Pegasus Boots.
Combining FMC rolls with boomerang throws to spawn the bridge, and then another Ledge Hover to avoid falling down.
11th:
2 keys
12th:
Using the 1st key.
13th:
Hitting the Red/Blue Switch as this was skipped in the beginning and is important for the upcoming room.
14th:
Killing one Wizzrobe for 150 gems and using the 2nd key.
15th:
The lamp normally required for this room is skipped by clipping into the Red tiles.
For that, the boomerang comes in handy as the switch has to be hit multiple times.
16th:
Just messing around with excellent push-mechanics.
17th:
Another ledge hover to skip fighting all enemies.
18th:
Phantom Ganon (Their first appearance actually as they were skipped in 1-3)
Each Phantom has at least 3 timers that do funky stuff but only the Phantom on the very left actually matters because they will shoot the coloured energy ball.
You cannot really manipulate the timers in your favour. The frame the CS starts determines almost everything.
If anything, you can waste time which is why the fight looks a bit weird maybe.
19th:
There is a CS trigger here, but only the active Link can activate it.
In formation, that's Green.
Thus, by keeping Green stationary making him use his sword and by only reuniting on one frame to start a new roll I can make the other Links move through the trigger.
20th:
Twintails
New territory at last.
Link to video
There's a lot of micro management going on everywhere.
Main challenge was the R button's functionalities (rolling, picking up and throwing items).
I don't want to write a long explanation this time.
I think one thing that still has to be pointed out though is killing the three chuchus and leaving on the next frame. The 100 will still spawn the next time the screen has been entered.
Enjoy.
After two years, we are back on track!
Link to video
First and second:
Using C-left acceleration to improve movement.
There is a small frame window when a Link starts a roll during which he cannot use their sword.
So you can do crazy things like the broken C-left spin attack.
Third:
Using the roll frames again to make other Links use their sword to break pots and manipulate 20s.
Fourth:
Walking against the ledge as soon as possible to jump down earlier.
Fifth:
Getting the 300 with Purple to avoid a textbox.
Sixth:
Swimming mechanics can't really be optimized much.
Seventh:
Trying to manipulate as many 20s as possible.
Hitting Shadow Link is the priority here as I can collect more gems during his fade-out animation while I wait for the 100 to spawn.
Improved this screen by 2.4s alone.
Eighth:
Manipulating more gems while rolling.
Also getting two 20s from the pots brought from the prior screen.
Ninth:
Avoiding Anti-fairies using C-formations smartly and getting a small key.
Tenth:
Minor speedup due to C-formation.
Eleventh:
There's enough time to position Purple before the Moonpearl can be picked up.
Twelfth:
More smart movement using C-formations.
Thirteenth:
Activating the portal just in time.
The Anti-fairies are on an ugly cycle.
Getting the invincibility frames is very precise.
Awkward screen.
I tried to skip the bow but it's stil not possible.
Fourteenth:
You don't need to light the eyes if you know where to go.
Skipping a 100 Gem chest here to save 3 seconds.
Fifteenth:
Clever use of reuniting as the bridge spawns to get Purple further to the right.
Very nice movement.
Sixteenth:
Manipulating another twenty and leaving before the spotlights can do anything.
Seventeenth:
Putting Red in a good spot while getting the Lamp with Green.
Precise brazier lighting. Good hitbox detection.
Flawless collection of the 100 dropping from the sky.
Eighteenth:
Manipulating yet another 20 from a pot.
Nineteenth:
Simultaneous movement of all Links.
You want to stand in a very specific position as the boss starts sucking.
If you are off, they need to move a little bit, wasting a lot of time.
The enemy on the GBA screen must be hit 9 times total, 3 times per cycle.
Lighting up the braziers as soon as possible.
Repeat.
The gem spread collection was horrible to do, but thanks to FMC I could manipulate a decent pattern.
Very pleased.
Twentieth:
I love the way the barrier gets destroyed.
Considering the route has basically not changed at all, I was still able to save 9.57 seconds.
Very proud and happy.
5-1 will be completely new territory, so a lot of research will be required before I can continue this TAS.
T H E S W A M P Link to video
1st:
Again, by drowning a Link the others cannot trigger the Owl cutscene.
Improved micromanagement and movement.
2nd:
Entering the cave to perform OoB.
Using FMC to clip into the bomb so the Links can move in a straight line.
Transitioning from an unintende place.
3rd:
Ending up in a wall, but with C-Formation shenanigans it's easy to clip out.
Grabbing the feather, then some precise jumps and movement.
4th:
If the Links are in formation with a desynced jumping-phase it is possible to jump off of the swamp area.
This is very complex and involves many factors, but looks super cool.
5th:
Defeating the boss and obtaining a 150.
6th:
With a very precise throw the lilypads at the bottom can be skipped.
7th:
Using the double jump to skip a puzzle that involves stepping onto four switches.
8th:
Another cool jump.
Then using the cave entrance to FMC up there.
This cave is pretty special and entering the needed way to perform OoB was difficult.
Thanks to FMC the sideview screen inside the cave is skipped.
9th:
Using the C-Left spinattack in a specific way, it is possible to speed up Green significantly.
For this, Green has to start a roll, the others must have rolled before so they'll perform a spin attack upon pressing B.
Green can't use his sword as he starts a roll, so by going into C-left and using the sword, the others perform a "broken" spinattack.
If they push themselves against walls in this state, it'll accelerate Green.
10th:
Another double jump.
This actually skips a huge part of the stage where you need to obtain a bow and two small keys to acquire a moon pearl.
The item in the house is a power bracelet to lift the trees.
With some very specific inputs Blue (who is lifitng the tree) can be moved to a different place,
where the tree is being dropped then.
11th:
Destroying the pot to lure the lights away. Usually you need to wait for one cycle.
There are two trees; only the right one contains gems.
12th:
The boss.
Same procedure, no significant changes.
The screen is locked until the boss has left so there's nothing I can do to speed things up.
Tingle gets owned (again).
13th:
Barrier and jumping around.
I spent about 28 hours on this segment and improved it by 18 seconds.
Link to video
4-1 has changed quite a bit.
Thanks to FMC it's not longer necessary to destroy the gohmas so you could acquire the shovel.
Thus, the horses are actually used throughout their intended section, but I still cheat a little bit and use FMC to interrupt the cancel trigger.
That way, I can keep the horses a little longer until they disappear perfectly timed to enter the cave!
I had to redo this stage halfway in due to a new discovery. You'll see.
The beginning is pretty boring to be honest.
You have to escort Malon as the screen is locked as soon as you enter so there's nothing you can do.
She's also pretty sensitive to the Links' movements and the direction they are facing so there's little room to make this section look good.
Horse part is pretty standard. You can press B to go faster.
Before the bridge, I pick up a carrot revealed in the gras.
That way, the timer will run out perfectly.
There's a trigger that cancels your horses eventually, but with many consecutive FMCs you can reach the screen transition before the cancellation becomes effective.
Getting OoB off the cave entrance and using FMC to get up there.
Then, more FMCs after an unintended screen transition.
This skips most of this stage
(boots, L2 fairy, bow, killing Gohmas, getting the shovel, digging a hole, going through a GBA section).
Now the reason for the restart will reveal itself.
Picking up the 1k gem on the very first frame possible and then leaving the screen immediately after results in increasing your gem count while the game had no chance to remove the gem yet.
So, when I reenter the screen, the 1k is still there. Free money.
The soldier screen was fairly annoying. I spent the most time here.
I am satisfied with the result though.
Entering the skeleton fight on a specific frame to get a good enemy pattern.
The big skeleton has 50 health and thus needs at least 2 attacks so this is as fast as I could make it.
Breaking the barrier looks really cool this time.
Spin-charge because traditions.
Improvement over the old TAS: 28 seconds (and it just flows so much better. I am really happy with how this one turned out!).
Here we go again!
Link to video
3-3 didn't undergo a major route change (the concept of this stage prevents anything like that).
However, FMC still allows for some new shenanigans, like rolling through flame walls.
This skips a few puzzles and fights.
1st:
Using FMC to clip through the door so we don't need to wait for it to open and let us in.
2nd:
Skipping the slingshot as FMC made it obsolete.
Using pots to hit the switches for easy gems.
3rd:
Why wait when you can use FMC?
4th:
Manipulating this gem spring to get several red gems (worth 20) while getting the two big green ones (100 each).
5th:
FMC to skip the fight.
6th:
Gap Skip to completely ignore this floor; also skipping the feather entirely.
7th:
Taking the lower hole this time. With FMC the Link's can bypass the lava area.
After getting the key, using a combination of GaSaG and FMC to float towards, then through the flame wall to the key door.
8th:
Skipping the ball&chain boss using FMC.
Not that it would have been a serious fight anyway.
9th:
Using invicibility to avoid knock-back by starting a roll on the same frame damage happens or by dropping Blue down into the lava.
10th:
Dropping Green to have invincibility on the next screen.
11th:
This is insanely precise and crazy.
Performing a Gap-Skip downwards, then making the non-Green Links use their sword while Green returns to his initial position to then get pulled to Purple (only possible on one frame).
Racing down the platform to barely catch the second one leaving to the left.
This allows to leave the room as soon as we've got Bombs from the GBA screen.
12th:
Shadowlinks
Entering on a specific frame so the closest SL is the real one.
Pretty flawless action.
13th:
Getting enough gems.
14th:
Dodongos
Their RNG mechanism is crazily complex.
Each Dodongo has a Cycle Counter and a decreasing timer that increments the Cycle Counter when it reaches 0.
Once the Cycle Counter has reached at least 3, the next time it gets incremented, it may also drop down to 0, making the Dodongo open its mouth.
Whether that happens or not seems to be RNG too, as I've got it up to 8 once.
The timer values range between ~48 and ~90 and are set randomly everytime they reach 0.
However, they may also randomly increase their value or increment the Cycle Counter before they reach 0 (and then get a new value between said range).
This means that a timer value of 86 might be faster than one of 65 as it could randomly increment the Cycle Counter when it reaches 30.
At the same time a value of 50 could be slow as it might randomly get an offset of 30.
Additionally, even if the Cycle Counter reaches 0, it doesn't mean the Dodongo will actually open its mouth as the timer for that cycle influences the outcome.
You can manipulate the timers using the Formation Menu because they freeze when the Menu is open.
But as stated above, without knowing the actual code, you cannot assure that what you do is optimal.
I tried my best still and gave everything many tries and a lot of testing, and I am satisfied with the result.
The new Dodongos are 3 seconds faster than the old ones.
15th:
FMC through the flames to avoid having to go to the right where you'd talk to the owl.
On the way back, the flames would extinguish.
16th:
The Maiden
Saved ~20 seconds over the old TAS and presentend a better watching experience overall in my opinion.
For those interested:
I've continued working on this TAS after a break that seems like an eternity.
A lot of bad things happened to me and my hands and I am still somewhat recovering.
Considering that at one point I was unable to type on a keyboard, I've made insane progress.
Pretty happy with that and I hope to be able to produce more WIPs in the near future.
A couple new (amazing) things have been found since the TAS was released:
Compared to the others, rather minor, but still pretty cool:
Link to video
This trick here however.... it skips the second part of Palace of Winds,
and since it also works with the Magical Boomerang, it allows Flippers Skip!
Link to video
Using the prior trick, you can also skip the left side of Temple of Droplets (Flippers Skip is still possible without this, but much slower):
Link to video
And finally, skipping Flippers also allows skipping Power Bracelets, as they are then only needed during one section in Palace of Winds, which can be avoided:
Link to video
3-2 was just a gigantic pain in many different ways.
Made me not want to touch the TAS for two months.
Main reason was being unable to skip the Firepot, which was really frustrating because I worked really hard on the concept and in the end it didn't work because this stage has different ledge mechanics (it would have saved >40 seconds).
Link to video
Eventually, I surrendered and continued working (thanks for the encouragement, guys!).
Link to video
So, what's new?
This time, TAS skips all Waterpots at least since they are no longer required due to FMC, which is also utilized to skip a lot of sections on the third screen.
Despite having to acquire the Firepot, I hope you enjoy that section still!
Of course, L2 Feather is back too.
For the boss fight, I implemented the use of bombs.
It helps a bit for the first phase, but more importantly speeds up the second part by decreasing the amount of attacks by 3 (reduced by 50%) as you can deal 128 damagepoints (180 health total) with four simultaneous bomb hits (literal hits, throwing the bombs won't deal any damage at all).
I've spent ~39.5 hours on this stage; a big part of it was excessive testing.
My hand issues also contributed for the boss fight, which was mostly done with one hand and really slow two-handed work.
There's a lot of other stuff I didn't mention at all; whatever.
Improvement: ~33 seconds
See you again in 6 months or so.
Tfw the intro is not in Japanase.
Jokes aside, it's just unusual, but it's great nonetheless; the vocalist emulates the original's style really well (not that any of this matters anyway).
Anyways, welcome back!
I think All Dungeons is a smart choice and creates a good balance between effort put in und the audience's appreciation.
The boss fight looked really cool with the use of Gravity, Fire and Firaga of course!
Level 3 spells just look so good in this game.
Regarding the GBA usage, I kind of disagree with grassini, because as opposed to TWW, FF CC was primarily made for multiplayer.
Of course, technical realization is a different matter, so singleplayer is the only way to go, but just wanted to point out that multiplayer brings the best out of this game, because it's more than just an "additional feature".
Either way, good luck with this project!
3-1 has gotten a significant change, skipping the Hammer and obtaining the Boomerang instead.
There's no major break like in 2-2 or 2-3 though.
Link to video
First:
No changes
Second:
Using the C-left spin attack while moving with Green speeds him up as the other Links touch collision.
While running through the screen to eliminate all enemies, I obtain the Boomerang in the right house.
Third:
Boomerang action.
Fourth:
Again, the bow is skipped. However, this time by using OoB + FMC to skip the cave area.
Fifth:
Using a rather precise enemy clip, stunning and reuniting on a specific frame will make Purple clip, allowing to start another FMC to ignore the previously used medallion and the GBA section.
Sixth:
Another enemy clip to access the area that normally requires the Hammer.
Seventh:
Pretty much the only reason why the Boomerang is necessary.
Without the Hammer, doing the OoB + FMC trick again is required to get past the obstacle.
To access the cave however a bomb must explode to burn the gras and the tree stump.
This can only be realized by either the Hammer (which is skipped) or the Boomerang.
Eight:
Killing the ogre and manipulating a 150.
Ninth:
Very precise attacks, more Boomerang utilization.
Tenth:
OoB to access the upper area, then walking against that ledge will perform the Super Yump :)
Eleventh:
Super boring screen, nothing to speed it up.
Twelfth:
SICK Gem Disco
(A joke made from the first TAS's footage:
Link to video )
Improvement: ~30 seconds
Again, I am glad I am done with this stage.
Link to video
1st:
FMC into the loading zone to avoid waiting for the door to open.
2nd:
Purple micro management.
3rd:
These enemies are annoying as they jump away from your active Link if you stand near them when you try to attack them, so I run through the room and have the other Links kill them.
4rd:
Red slashes the pot and then gets pulled back without triggering the CS.
Then, I do FMC to roll through the trigger.
Hitting these enemies is tricky because depending on the frame you slash them, their death animation can take an incredible amount of time, so I manipulate short ones.
5th:
FMC to perform Deathless Lamp Skip.
This skips both the left and right wing of this dungeon, or 8 TV screens that involve a lot of back tracking. Saves about 55 seconds over the old method.
6th:
Vocal performance.
I reset the combo counter once it reaches 50.
7th:
Too much unavoidable lag.
Well, I decreased it a little bit.
8th:
This room is RNG hell.
Rat movement is extremely sensitive and changes on a super small frame level depending on Link's actions.
They are the true boss of this game.
The wizzrobes' spawn locations also easily change, which makes this room in addition with the gem rain a true RNG manipulation challenge.
9th:
Boss.
I try to constantly make use of all Links, either utilizing their boomerang or sword while being very close to the boss to reduce waiting time for the boomerangs to return.
Tunrs out I got too many gems again, but it's not easy to calculate in this stage.
For the second phase, somewhat precise spin attacks finish it off in one cycle.
10th:
Barrier and Maiden CS.
Boring stuff nobody watches.
Improvement:
~65 seconds
I might have located the issue, which would not be very amusing. Oh well.
2-2 greatly takes advantage of FMC again.
Not only does it allow to skip the Magic Book (which is the level's goal to finish it, pretty much), but it also skips the Shadow Link fight near the end.
This means that all that's left is to get force gems. For that, the Bow Mini Game comes in handy again. It greatly differs from the old TAS though.
Link to video
1st:
The old man will give you a moon pearl, but you need to feel the "strange sensation" first, so I go up.
2nd:
I just push the Links into the trigger and leave.
3rd:
Making Green immobile by using the sword, then reuniting one frame later to start a roll with the other Links.
Talking to the old man now will spawn the moonpearl.
I need to wait for one frame before I exit the screen or else I despawn the pearl.
4th:
Just getting through the GBA section, making my way to the left where the Bow Mini Game is located.
5th:
The Bow Mini Game (BMG) screen.
I enter the house and talk to the NPC, but I wait one frame to manipulate a specific gem pattern. The initial pattern changes every frame.
Now, you are not supposed to exit the house during the BMG. There's actually an invisible wall blocking the exit once you trigger the BMG.
However, using a super precise (yet simple) clip, it is possible to leave.
When you enter the house, Link's coordiantes are 128.000000 | 116.000000
While walking in a straight direction, Link's position changes by 1.500000 units/frame.
If you simply hold down, Link will reach 121.000000, which is what we need.
But any less, like 120.975639 for example, won't work, so I must walk carefully to not change the coordinates in a bad way.
This is because when you are close to a wall, you cannot just walk down to reach 121.000000.
If you are on some uneven ordinate like 120.975639, it will stay this way and you cannot reach 121.000000.
Doing a jump slash in front of the door while standing right next to the wall (ordinate = 121.000000) will make Link clip a slight bit into the wall, making it possible to reach the exit trigger and thus leave the building.
This is useful because I can combine this with getting OoB and then doing FMC to clip into the gem area.
This way I can hit gems on the earliest frame possible (only the last one really matters) and can position a Link right next to the screen transition while still waiting for gems.
Performing FMCs costs frames because you freeze the game every 2nd frame, but this is still 2 seconds faster than the old TAS, plus I can leave the screen immediately after instead having to exit the house and walk all the way back then.
6th:
Rolling.
7th:
The great sequence break.
If you've ever played this game casually, you know how many things you need to do to finally obtain the book and then spawn the house to leave.
If not, here's an idea:
You need to talk to four agents in this village, their boss and other various NPCs. To do so, you'll need several items, like Bombs, Pegasus Boots, the Firerod, the shovel, three moon pearls, a letter and probably other things I forgot.
RTA runs skip all of this too, but still have to get the book.
TAS uses the house's entrance and simply performes FMC to reach the other side of the fence.
While we are at it, we simply get up the wall too, which will allow Shadow Link fight skip.
8th:
As you might have noticed, I've only collected 1900 gems so far.
The last 100 will be this floating one.
Firstly, I need to squeeze in a Link into the upmost tile row, because you cannot access it by merely walking.
Using the C-formation and a roll does the trick though.
Now, to get the 100, I make Green walk down diagonally, then grab the wall and press X 3 frames later.
This pushes him down and makes him jump in this special case.
He's not supposed to be able to jump down here though, since there's a full column of tiles below, so there's no landing space in bounds.
Thus, he will respawn, but grab the gem during the process.
I delay Purple's roll and store it through the 2000 gems cutscene to be able to roll immediately once it finishes because there's a small frame window after the CS where you cannot perform special inputs like rolling.
9th:
The Shadow Link fight screen.
10th:
Being close enough to accessible tiles, using the C-right formation will clip the others out.
Improvement:
About 78 seconds.
It's been a while.
There's quite a gap between 1-3 and 2-1, which was mainly caused by real life issues (as so often).
I don't want to go into details, it's mostly due to my hands easily starting to hurt.
This means the future progression will be slowed down as well, but hopefully not as much.
Just need to take it easy.
Anyways, 2-1.
Link to video
There are no super drastic changes like in 1-3, but still a lot of new things to discover!
First off, we will ditch bombs at the beginning and get the slingshot instead. This allows the Like-like-clip, which shortens the first Novabomb screen (aside from looking really cool).
Also, more FMCs have been added to save time here and there along with small optimizations.
1st:
FMC through the block to avoid waiting to jump down the ledge.
2nd:
Just getting the slingshot.
3rd:
Since we no longer have bombs this early, we cannot access the lower cave entrance. Thus, I simply use the House entrance instead and do a super short FMC to get to the other side.
This respawns Red and Blue at the entrance, making it possible to catch the other 100, which normally is out of range.
4th:
Rolling
5th:
Thanks to the slingshot, an one cycle Zora Fight is much easier, and probably faster too.
6th:
Killing everything while dashing through the masses.
For the Like-like-clip, I want the Like-like to eat Green, then stun it with the others. This is possible by holding the C-stick as Green gets sucked in.
In this special state Green can traverse any tile by moving the others against a wall or object. Green's movement works inversely to the other's, so I move them down-left.
To free Green, you simply need to spin the control stick.
Then, the Links can transition the screen from this unintended place, ending up inside a wall on the next screen.
7th:
Before the cutscene starts, Green rolls to the left to clip out once the cutscene has finished.
He jumps "out" of the ledge, which is handled as a normal downwards jump, making him reach the next free tile.
Switching on one certain frame allows me to make him jump while controlling the next Link.
I clip out Purple, then enter the GBA screen to obtain bombs. They are necessary on the next GBA screen to blow up a wall.
Initially, I wanted to skip bombs entirely, but it's impossible from my understanding.
Note how Red picks up the 100 gem in the GBA section without stopping at all.
Godly gras cutting and OoB at the end to skip the canon room.
8th:
More godly gras cutting.
On the first GBA screen, I use FMC again to clip through the 4x4 block, then do some insane micro management to make the others pick up bombs while still have the formation speed up advantage.
I use the bombs on the next GBA screen, to kill two soldiers and to obtain the gems.
Even more godly gras cutting.
It may not look like it, but these gras parts require a lot of time and effort to optimize.
Overall, I've probably spent 4 hours on gras sections alone.
The last GBA screen has another FMC to create a small shortcut, delaying the spawning blocks.
9th:
Octos get devastated.
I purposely exit the screen with 1349 gems.
10th:
The 1 gem.
11th:
The Lobster.
I store a roll before the 2000 Gems CS starts, which is only possible on one frame.
Also, 2000 gems.
12th:
The most difficult part of any stage: The Barrier.
Overall improvements:
Roughly 25 seconds
Of course, this was all merely a theoretical concept far from being practical. I just like to think of what could be possible.
I didn't mean to push you at all, just take your time to collect more experience and do as you please.
Maybe we can figure things out if you explain what's wrong?
I am not too experienced myself in terms of creating "high quality" movies, I just dump frames and audio and put them together manually, but that's sufficient for my WIPs haha.
It's cool you've started this and published WIPs, need to start somewhere right?