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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.
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Oh that's clever, i got tunnel vision due the springboard galore from world 3.
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).
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.
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.
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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.
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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.
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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.
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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.
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Oh definitely! I've played the beta when they were porting it and immediately thought its TAS would rock! I could definitely help making a Lua script and an atlas encode for it, would be beautiful.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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There you go, this is a very solid run! I think short homebrews like this one are much better enjoyed in a 100% 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.
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Yea this is a fun homebrew, the spike on/off jump mechanic reminds of Moonleap, the winner of #NoticeMe Game Jam.
I found it yesterday and considered making a TAS, well.. not anymore!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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The OST is great, it has amazing ports of other games, like this one from the final castle, that is from Romancing Saga:
Link to video
(check the whole playlist)
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Here we are, with the new standards.
Today #6287: Iyerbeth's SNES Invictus "all exits" in 31:04.73 was re-judged and accepted, and I guess the same consideration could be taken with JUMP. The hack is very popular, it was on of the greatest collaborations in SMWCentral, and the run features enough novelty.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Would [4381] SNES Daze Before Christmas by brunovalads in 20:48.21 be considered for this? I made an atlas encode that is present in the submission notes:
Link to video
It's definitely not as polished as the others, it lacks background (it was in my plans) and the scale is fixed (some horizontal levels and the final boss would benefit from a higher scale).
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Very interesting technique, I wonder if this can be done in any other homebrew made in GB Studio.
The run is not entertaining per se, but having a Credits Warp is always a delight.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Yea finally a Frog TAS! I was considering making one when it was released, i'm glad it was done.
The homebrew is short, but the clever usage of the technique makes it worthy being published here.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Yes homebrews! I considered TASing this one in the past, forgot why I dropped. Sad that it's so empty sometimes, could be much more challenging and interesting.
Are you sure? If you jump straight to the 2nd topmost platform there you can avoid that wall bump:
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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That's a lot of orbs to ponder.
Definitely yes, the new mechanics are very interesting, and I love seeing hacks being TASed, specially when they're already relevant in the speedrunning community of the 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.
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MoneySeize, by Maddy Thorson.
Forever my favourite game on Kongregate, I remember struggling to get the hard achievement (all coins). Would make an amazing TAS, both an any% and a 100% run.
You can't play anymore on Kongregate, but you can get an executable on her webpage or a swf from the Internet Archive.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Quite a surprise seeing this category being improved, hell 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.
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I suppose this would work:
Language: lua
local x = 106
local y = 116
while true do
local btns = joypad.get()
if btns["X"] == true then
btns["Touch Y"] = y
joypad.set(btns)
y = y+1
end
if y > 200 then
y = 116
end
emu.frameadvance()
end
Tho i'm having issue with joypad.set(), it's kinda freezing the inputs forever.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Editor, Experienced Forum User, Published Author, Player
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Just declare them with local but on the "root" of the script, outside the loops or functions, like:
Language: lua
local x = 106
local y = 116
while true do
--etc
If i understood correctly, let's say on frame 1 you press X, y will be set to 116, touch, then increse 1 (117 now), then the frame advance, what should happen? if you press X again it should touch at 117 then increase to 118?
You can't omit emu.frameadvance(), the script should always have it inside the while loop in order to run while you're playing, otherwise the while loop will try to loop forever in the current frame, hence the crash.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Editor, Experienced Forum User, Published Author, Player
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I guess your your joypad.set() is wrong, try this:
Language: lua
while true do
local x = 106
local y = 116
local btns = joypad.get()
if btns["X"] == true then
btns["Touch Y"] = y
joypad.set(btns) -- <<<<<< should pass the whole input table
y = 106
end
emu.frameadvance()
end
Also what it's supposed to do? Because that x,y declaration in the start of the loop seems unnecessary, they could be declared before the loop (global variables). Because the way it is now, the loop start with y = 116, then increase 1, then in the next loop it gets back to 116, doesn't make much sense.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Thanks, we'll definitely benefit from this decision, as we don't have as much free time as we wish/anticipated. In the end, our research will help the final run for sure and increment the community knowledge around 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.
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This is a very interesting run, way more fast-paced than I expected, and the tricks/glitches used are really clever.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Oh this is AMAZING! Runs will explode in creativity, and I really hope it will help reducing the current RTA WRs.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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Always a delight seeing level breaking glitches, even in games i never heard of. Yes for the amazing improvment!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math.
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