Posts for brunovalads


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Editor, Experienced Forum User, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
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
Editor, Experienced Forum User, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
Patashu wrote:
It might be interesting to do a TAS on 1.3 as well
Yea I'm curious on how it would look. Unfotunately, my scarce free time tells me to just move on. This TAS was actually a side project to procrastinate other side project that was procrastinating three other main projects ¯\_(ツ)_/¯
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
Nice frame!!
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
I took the initiative to open this issue.
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
Agedude wrote:
The entire 100 levels TAS is
a piece of art, all the routes are so unpredictable, it's really a blast watching 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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
tom_mai78101 wrote:
Has it been reported on Github?
Nope, mind opening one?
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
I have to exact same issue in my Yoshi's Island utility script, my workaround was forcing frameadvance between each drawing to force it to "wait" a little, it's definitely a picturebox bug.
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
I'm completely mesmerized by these bomb-stairs, this run is great! Yes Bomberman!
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
w-what did i just watch..? 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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
Oh yes! This game is cute, and the telepawt is a very nice feature that was really enjoyable watching it being exploited.
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
I deeply love this game, this TAS made me wanna play again. Amazing execution, I loved the tricks and the precise movement along the beats.
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
I just made an "any%" adaptation for this TAS, for the sake of documentation. It proves the "All Yuzus" is more suitable for the site due showing more content (game-wise and trick-wise) while not being much slower.
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
In time, I have a 30119 frames movie for this game, and on version 1.2. The faster acceleration realy helped here. Encodes were recorded, YT video will be updated soon YT videos were updated as well.
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
I did the measures, considering X speed between 0x00 to 0x19 (max), v1.2 is considerably faster:
 				v1.0~1.1	v1.2
- Acceleration	43 frames	40 frames
- Deceleration	31 frames	28 frames
The other changes in this version doesn't seem to impact the 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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
Forget 1.1, we have 1.2 now baby, I'll check how the new acceleration and deceleration affect movement
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
Alyosha wrote:
saved a couple more frames in 4-1 with better jumping at the start
Oh that's clever, i got tunnel vision due the springboard galore from world 3.
Alyosha wrote:
but i messed up the ending and don't know how to fix it (fade out takes longer)
Yep, it's a precise jump when you're 41 pixels to the left of the Flag and press A for frames (the script has visual cue for that).
Alyosha wrote:
i think the level can still be a bit faster too.
I'll see what I can do, I tried slowing down instead of pressing left as you did but my best was 1 frame slower than your method.
Alyosha wrote:
Also since you can clip in 2-3 now, can the 1.1 version be used?
Oh definitely, i'll try these improves in 1.1 and see if the whole thing is faster.
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
I have the movie for these improvements.
  • 1-5 Alyosha's suggestion: 21 frames
  • 2-3 Extra Ceiling Clip and better maneuver in the clips: 20 frames
  • 3-5 Alyosha's suggestion: 29 frames
  • A couple of lags shaved here and there: 2 frames
  • TOTAL: 72 frames
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
Alyosha wrote:
Around frame 7450, its faster to make a small jump up to the ledge and then jump up the ladder.
Oh thanks for poiting out, and while revising I found another Ceiling Clip at 2-3 that I first thought was impossible, so i'll update the movie with that as well.
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
Terrific run! The are well executed, and it's a delight seeing those glitched rooms
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, Player, Published Author (131)
Joined: 4/7/2015
Posts: 324
Location: Porto Alegre, RS, Brazil
FractalFusion wrote:
In general, I am against breaking hacks in this way. If a hack is completely broken by a TAS, why should I care about the hack in the first place?
I totally disagree, a hack should be treated as a whole game itself, and by consequence breaking it is very welcomed. This hack is very iconic in the speedrunning community, this TAS will preserve its legacy. And this is a great run, amazing use of the trick toolset available.
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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