Posts for arandomgameTASer


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Spikestuff wrote:
Well it now has a complete 100% route now.
If only there was some random TASer who could work on this. ....wait.
effort on the first draft means less effort on any draft thereafter - some loser
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Pretty funny to see it go by so fast, but it gets repetitive rather fast. Meh vote.
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Wh....Which should I vote on? :/
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Derakon wrote:
Alright, finally got the time to watch this. Nice work! I do have one optimization question, though. In the last level, you transform into harpy form, and then there's a fairly lengthy stretch that looks like it doesn't actually require being a harpy (and then after that there's a room that clearly does). Given that you say that harpy form is a bit slower than base form, why not delay transforming so you can cover that initial area faster?
It's slower in places where you need to accelerate, decelerate, and for some reason during room transitions. Elsewise its speed is exactly the same as base form. Sorry, I should have explained it better in my annotations.
Derakon wrote:
Otherwise, looks good! Someone should ping the WayForward guys; I bet they'd get a kick out of watching this.
I tweeted them a few days ago. It probably passed right by them, considering how much they reblog fan support.
Derakon wrote:
Incidentally, you can download the soundtrack from the composer's website. Though his version of the Tinkertank track is a bit different.
That's the original version of it. He needed to remove the extra bits to conserve space.
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henke37 wrote:
I meant the smaller one, the one that remains in the desert area.
You mean the one I lose during the boss, which restores all my HP and makes the deathwarp take longer? No, it wouldn't save any time to do so. You would still be too far away even if you don't waste 10-15 seconds like I do. You also can't run to there, since it takes almost 2 1/2 minutes to reach Water Town w/o a deathwarp, so you would reach the trigger too late, AKA after night falls, and lose time. I'm assuming this is what you meant, right?
effort on the first draft means less effort on any draft thereafter - some loser
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Derakon wrote:
Regarding deathwarps: you have a set number of lives (3, I think). Dying resets you to the beginning of the room; running out of lives resets you to the last place you saved (but you keep all your progress otherwise). Hence why the run goes out of its way to save at Water Town -- it saves on backtracking across the entire desert and the area east of the starting town. Not doing this skip doesn't make sense because the day/night timer doesn't run during screen transitions, so you want to minimize those. If the timer did run during transitions, then instead of doing the backtrack, the run would probably go out of its way to collect a powerup (Monkey's Claw is most likely, since it allows you to attack while in monkey form, which lets you skip many transformations).
^ pretty much this
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Priam wrote:
It looks like WF successfully got a Kickstarter funded to make a new iteration in the series for modern consoles, too, so that's good news.
It is good news. Sucks the Wii U and etcetera can't be TASed yet.
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Priam wrote:
This run is great and this game looks grand too. I'll be searching for a copy while I vote Yes...
Good luck on that. The game is extremely rare in cartridge form, but luckily you can get it for Virtual Console on the 3DS.
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Nicos wrote:
is the day / night circle reseted by the game over ?
No, it stays at the same. The only things that are reset is health and location really.
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All right, here's my encode. It contains captions for commentary, like the other two TASes I've done. Link to video
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scrimpeh wrote:
I have only one question: Is there any reason you die to the second boss once? It seems like you set up your Health to be low so you deathwarp later at the cactii, but dying to him resets your health.
That was a slight mistake on my part, actually. I needed to die once, and the boss was the only place where I didn't need to backtrack a lot. It didn't end up wasting any time, however, since I still needed to wait the 50 seconds. (Even while dying the day/night clock still advances)
scrimpeh wrote:
Also, "it's mommy". Seriously, WayForward? Seriously?
They probably wanted to keep the squid genderless, but yeah that sounds weird.
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MESHUGGAH wrote:
I absolutely don't find this as any means of an ending point for this game. First, the game is about travelling as far as possible before dying. Second, what I see from the encode is the character walks on the glitched platform and hits the wall, falling between the side of the screen and the wall and everything else is history.
The game is endless otherwise. Better an arbitrary end then no end.
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"Very unfitting to do another DKC3 TAS with cheats." Uses cheats anyway. >_>
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Link to video Forced waiting times are so fun.
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Was there any reason to not use the glitch?
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Pokota wrote:
I'd vote for doing the time wasting in Archer's Forest; it's a location that won't be seen in the any% TAS otherwise - there's no reason whatsoever to approach Mount Pointy from any direction other than Oasis Town since you'd need Harpy Form to get up that way, and it's only fireflies and a heart holder in Archer's Forest. EDIT: Plus showing off Archer's Forest will also show off the fact that you can't get to the Zombie Caravan during the daytime for those unfamiliar with the game/never got past Labyrinth 2.
That certainly would be neat, but unfortunately that would mean going through an extra loading zone, which would waste about a second or so. I'd rather not prolong the waiting period further.
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all right, I made a test to see what can be done in that timeframe Link to video
effort on the first draft means less effort on any draft thereafter - some loser
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Derakon wrote:
Well, that sure was a boss fight. I like your use of dances/posing during the momentary waits. 90 seconds seems like an awfully long time. Is there time enough to go grab the Monkey Claw ability? Or failing that, to grind money for something that would save time down the road? I don't object to the concept of a long dance sequence, but 90 seconds is pretty huge.
Cetaka tested a while ago. It takes too long unfortunately.
Patashu wrote:
Turn Shantae into a rhythm game. One input per note in the song!
Hm, maybe
effort on the first draft means less effort on any draft thereafter - some loser
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zomgwhatmeworkingonaprojectcrazy Link to video Golem Mine. Not much to say about this one. I die in the King Golem fight so I can deathwarp later. Also, there's going to be a 90 second wait due to waiting for the day/night transition. What do you guys what to see for it? I was thinking some gigantic dancing sequence, but that might be too boring.
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Post subject: Re: Any new progress on this branch?
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bahamete wrote:
It involves programming in an existing item Kind of like... arbitrarily... executing... code?
..what? That's not what ACE is. ACE is external code, creating something new. Conjuring an existing code that's already in the game is internal code, since it doesn't create anything truly new. Although, I can see why that can be considered ACE.
effort on the first draft means less effort on any draft thereafter - some loser
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*insert rant about why the game kusoman suggested is terrible*
effort on the first draft means less effort on any draft thereafter - some loser
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Kurabupengin wrote:
got4n wrote:
Ah okay sorry, and yes, it's well optimised Kurabu.
It is good enough so I can submit it?
Yes, go ahead! You don't need our permission for that :p
effort on the first draft means less effort on any draft thereafter - some loser
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Hello there! Seeing as cetaka has stopped working on Shantae, I have decided to take it upon myself to finish his work. Link to video Going up to the end of the first labyrinth. 12 seconds were saved in the Tinkerbat Ship fight due to the newly discovered Crouch Transition Hit, which lets Shantae 1 round the first phase for the first time. More minor timesaves were made in the first labyrinth, thanks to some discovered deathwarping abuse the RTA runners found. Link to video There's even a guy working on a 100% run! Anyway, if there are any tricks you think would be neat to know, I set up a game resource page right here: http://tasvideos.org/GameResources/GBx/Shantae.html
effort on the first draft means less effort on any draft thereafter - some loser
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ZarroTsu wrote:
I'm curious if, with Re:Coded done, you'll be getting back to this one? I updated the game just now to 1.6.1.0, but I'm pending another update until next weekend as to whether or not the fireball's Level 3 should be buffed. Any suggestions?
Trust me, I would love to work on this again. Unfortunately my computer can't properly run Hourglass, which is unfortunate. Buffing fireball Level 3 is a good idea, as it is a tad weak.
effort on the first draft means less effort on any draft thereafter - some loser
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Fortranm wrote:
I remember Shantae: Risky's Revenge is on the wish list as well. Don't know when will DeSmuME support DSi.
One day ;(
effort on the first draft means less effort on any draft thereafter - some loser