Posts for brunovalads

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Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
WhiteHat94 wrote:
Kuruka, short new homebrew platformer. 16 single screen rooms, collect the gold then exit. ROM - https://johnybot.itch.io/kuruka RTA run - https://www.youtube.com/watch?v=uDFmGflJVas
Oh I could definitely tackle this one, short and somewhat trivial.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Loved the game idea! And the ending with the bunnies reminded a little bit of Animal Well. Absolute yes! The movement is nice to watch, the route feels optimal.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Nice run! Seems optimal, as these kind of games (or hack in this case) give little to no room for fancy maneuvers
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
This game indeed could be bigger
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Can you hear that? It's Nintendo's legal team marching in perfect sync heading to Mojang HQ
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
"Jon is used in the 100cc Lasagna cup" is quite a sentence. This run is wild, loved the different strats for the levels, absolutely yes!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Oh yea I'm fond of this series, I would love seeing the rest of them being TASed too. This run seems very optimal, the movement is wild once the rocket is acquired.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
👏 I endorse 👏 👏 every game 👏 👏 where you're just 👏 👏 a bouncing ball 👏
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
WhiteHat94 wrote:
Super Hard Bouncer, new homebrew single screen platformer. Sort of port of their GB game (which already has a TAS)
Yea I got stuck and demotivated with the TAS after we found improvements. I wish to properly finish that one and start this NES and the Genesis version, which coincidentally I found about yesterday.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Wow thanks very much! Unfortunately my spare time drastically decreased this last year due running my company, I didn't accomplished much in my TASing and research projects, but it was a relief finishing this Super Painter run. Thanks for the nominations and votes, and thanks Alyosha for the frame polishing. I have sooo many homebrews in my TASing backlog, I should get back to them!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Wow I'm very impressed you took your time to carve more frames in this game, thanks @Alyosha! Those pesky levels with tight tunnels were a pain, I tried my best finding the best routes for them.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Hey! We're still working on it, slowly but with progress. Sorry for this long delay.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Alyosha wrote:
https://tasvideos.org/UserFiles/Info/638490759514684900 I was going to console verify this but I found a couple improvements in the latter levels. Maybe there are still some other improvements out there that can be found before I make a new submission.
Wow nice routes! As mentioned in the submission text, the main mechanics of the game make it quite hard to fully analyze a single level. My tasproj file reached 116 branches for this reason, that's almost 5 per level (the peak was 10 iterations for level 15 alone). I would love seeing more improvements, including this one you made for levels 18 and 22.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
I will never step on tree roots again...
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
KiwiCracker wrote:
After playing around a bit, it appears that unused items get carried to the next level. Taking the item from level 3 and using it in level 6 saves some great time. I used your input up to level 3 and and with an unoptimized continuation until level 6, it came out 255 frames faster!
Wow clever idea, never thought I could do that!
KiwiCracker wrote:
Do you want to team up like the first time and look for further improvements?
Absolutely! Let's rule the bouncing ball kingdom! I ask for a delay then, while me and KiwiCracker work on this powerup exploit
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
CoolHandMike wrote:
Why did you decide to go with the 1.1 version which looks slower?
Well, it's a fresh new homebrew, I thought it was better showing the most recent iteration. But if everyone prefers the 1.0 run (I do too), I can change it. MovieRules says:
Older versions of a game are allowed in order to exploit a glitch patched out in later versions.
But also says:
[...] as long as that version is easily available for verification.
Currently the 1.0 version is not available in the game's page, but I could contact the developer to see if they can provide it.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Wow, wasn't expecting this specific portal to my teen years. Nice run!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Nice run! The excruciating amount of lag and the nonsensical physics make it a tough watch, but i'm glad someone finally TASed this game.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
What an amazing feat! I'm glad we could all hear the clown honking too.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
brunovalads wrote:
WhiteHat94 wrote:
Little Sisyphus, an awesome new homebrew, a physics based platformer.
Count on me for this one, it looks AMAZING, definitely an interesting TASing challenge.
Ok I got excited and now there's a very decent Lua script for Little Sisyphus:
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
WhiteHat94 wrote:
Little Sisyphus, an awesome new homebrew, a physics based platformer.
Count on me for this one, it looks AMAZING, definitely an interesting TASing challenge.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
WhiteHat94 wrote:
Santa Claus Junior, Christmas themed platformer.
Great looking game, I'll definitely TAS it for next year Christmas!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Nice run! Movement seems very optmized. Would be nice finding a way to preserve the greater speed from hooks and slopes.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (217)
Location: Porto Alegre, RS, Brazil
Joined: 4/7/2015
Posts: 343
Location: Porto Alegre, RS, Brazil
Petition to change the name of this game to Damage Booster. Congratulations to the teams, specially Team 4! I miss joining DTC...
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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