Posts for brunovalads


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Editor, Experienced Forum User, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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 (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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, Published Author, Player (163)
Joined: 4/7/2015
Posts: 329
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
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