Posts for brunovalads


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Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
A publisher using its power for a personal motivation like this is unacceptable. Such an attitude tarnishes the credibility of the staff on this site, and may result in a drastic reduction in the interest of existent and new users to submit and participate in this community (at least under this domain).
Memory wrote:
he essentially bragged about intentionally flooding TASVideos Channel with re-encodes after Super Mario Bros. was published: https://imgur.com/a/fHTf4XM
This is really serious and disgusting, Spikestuff has to give a good explanation.
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 (182)
Joined: 4/7/2015
Posts: 330
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Selicre wrote:
Speaking of which, here's HCZ2: https://www.youtube.com/watch?v=sxzHItPChgQ It's still not perfect, and I still have yet to find out how to hide the HUD more efficiently
This is amazing! One suggestion for the HUD would be hiding the "real one" and showing a made up one in a greater scale on the corner of the screen, like this mockup I made: This one has a 3x scaled up HUD, I made also this one with level name on the other corner, and a 4x scaled up version (too big).
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
This is really interesting! Is there any NES TAS that uses subframe inputs? SUBNESHawk would be a different core to be chosen in the core dropdown list? TAStudio would have subframes like "1234, 1234.1, 1234.2, 1234.3 ... 1234.999, 1235"? Could the same be done in the bsnes core, like Lsnes does?
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
The Super Mario World Randomizer adds a lot of variety into the game, it's very popular among speedrunners (it was made by one). I guess short branches, like "warps", would be interesting to watch when levels, enemies, music, palettes are shuffled, and have water physics in levels that shouldn't and vice-versa.
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
For the sake of curiosity, here's a comparison between the TAS and the current WRs for each level, with "ratio" being TAS time / WR time, and "1-ratio" representing how fast the TAS is compared to the current WRs (on average, it's 23,4% faster).
Stage               TAS     Dev     WR      ratio   1-ratio
Sacred Ground I     1,151	1,700	1,382	83,3%	16,7%
Sacred Ground II    1,542	2,300	1,685	91,5%	8,5%
Sacred Ground III   1,082	2,400	1,296	83,5%	16,5%
Twilight Spire I    0,770	1,300	0,787	97,8%	2,2%
Twilight Spire II   0,812	1,200	1,106	73,4%	26,6%
Twilight Spire III  1,392	2,200	1,652	84,3%	15,7%
Backfire I          1,307	2,400	1,744	74,9%	25,1%
Backfire II         1,144	1,900	1,355	84,4%	15,6%
Backfire III        2,106	3,000	2,496	84,4%	15,6%
Flight I            1,375	2,100	1,568	87,7%	12,3%
Flight II           2,618	4,100	3,113	84,1%	15,9%
Flight III          2,002	2,600	2,448	81,8%	18,2%
Mirage I            1,180	2,400	1,722	68,5%	31,5%
Mirage II           1,726	2,500	1,963	87,9%	12,1%
Mirage III          1,678	3,300	2,493	67,3%	32,7%
Thornwood I         1,359	3,000	2,208	61,5%	38,5%
Thornwood II        1,739	3,000	2,396	72,6%	27,4%
Thornwood III       2,036	3,800	2,768	73,6%	26,4%
Frostfang Keep I    1,745	2,600	1,832	95,3%	4,7%
Frostfang Keep II   1,688	2,900	2,260	74,7%	25,3%
Frostfang Keep III  1,602	3,000	2,139	74,9%	25,1%
King's Court I      1,761	2,300	1,782	98,8%	1,2%
King's Court II     1,701	3,500	2,436	69,8%	30,2%
King's Court III    1,210	2,600	2,231	54,2%	45,8%
Sunken City I       1,392	2,700	2,246	62,0%	38,0%
Sunken City II      2,066	4,100	2,732	75,6%	24,4%
Sunken City III     1,387	3,600	2,354	58,9%	41,1%
Moonstone I         1,641	2,800	2,318	70,8%	29,2%
Moonstone II        1,648	2,600	1,831	90,0%	10,0%
Moonstone III       1,365	2,300	1,764	77,4%	22,6%
TowerForge I        0,620	1,000	0,877	70,7%	29,3%
TowerForge II       1,529	2,300	1,881	81,3%	18,7%
TowerForge III      0,762	1,800	1,152	66,1%	33,9%
Ascension I         2,305	4,100	3,018	76,4%	23,6%
Ascension II        2,227	3,300	2,694	82,7%	17,3%
Ascension III       1,562	4,100	2,790	56,0%	44,0%
The Amaranth I      1,128	1,850	1,768	63,8%	36,2%
The Amaranth II     1,900	2,500	2,381	79,8%	20,2%
The Amaranth III    1,448	2,250	2,167	66,8%	33,2%
Dreadwood I         1,360	1,750	1,537	88,5%	11,5%
Dreadwood II        1,534	1,950	1,869	82,1%	17,9%
Dreadwood III       2,201	3,500	3,407	64,6%	35,4%
Darkfang I          1,259	2,000	1,891	66,6%	33,4%
Darkfang II         1,382	2,550	2,433	56,8%	43,2%
Darkfang III        1,637	2,200	2,134	76,7%	23,3%
Cataclysm I         1,384	1,700	1,508	91,8%	8,2%
Cataclysm II        1,602	2,200	1,927	83,1%	16,9%
Cataclysm III       1,777	2,350	2,312	76,9%	23,1%
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Spikestuff wrote:
[3760] SNES Kirby's Dream Land 3 "best ending" by WaddleDX in 1:04:01.22
Forgot to second this preciousness.
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Forgot the incredible [3809] Linux Mari0 "Portal mappack" by lexikiq, Masterjun in 03:05.23 ... EDIT: ...for achieving speeds so high that you can't even see Mario sometimes, and for abusing this for clipping.
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Spikestuff wrote:
Go back a page as this has been disputed and come up with more/better points in favour of having this as a nomination for a speedy TAS.
I'm aware, and I don't back my opinion, it still looks speedy.
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
EZGames69 for his extensive great job on making 22 TASes on 10 different platforms; Challenger for some very entertaining movies; and keylie for his Linux TASing revolution.
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
fmp for his amazing job destroying ALttP; Maru for his dedication in a super popular game like SMB3; WaddleDX for his impressive result in the first entry of Kirby Dream Land 3, making one of the most entertaining runs of the year.
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
[3745] Genesis Sonic Spinball by Flip in 05:19.86 for zipping thru the scenario like it was air, skipping some required steps to reach the bosses; [3833] Linux TowerFall Ascension "all trials, 1000 fps" by keylie in 03:26.75 for moving way faster than her own arrows, 39% faster on average than the dev time (red pearl); and seconding
dekutony wrote:
[3760] SNES Kirby's Dream Land 3 "best ending" by WaddleDX in 1:04:01.22 It uses the animal buddies and abilities in ways I never thought were possible. The abuse of the Stone ability and the 2 Player mechanics were pretty unexpected 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 (182)
Joined: 4/7/2015
Posts: 330
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 (182)
Joined: 4/7/2015
Posts: 330
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
EZGames69 for his great ascension in the Exotic realm this year.
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Of course keylie for the Linux TASing revolution.
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
The8bitbeast for bringing again some great Sonic 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. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Sniq really deserves this one due his Super Metroid work. Also Challenger and EZGames69 for their Addams Family duo.
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
klmz for his versatility, showing great ability on working fast with different games. HappyLee for his continuous hard work on SMB.
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
Post subject: Re: how did I forget
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
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 (182)
Joined: 4/7/2015
Posts: 330
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
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 (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
Editor, Experienced Forum User, Published Author, Player (182)
Joined: 4/7/2015
Posts: 330
Location: Porto Alegre, RS, Brazil
In a "100%" TAS we must focus on what's measurable content. Maxing out items, getting unlockables, beating all bosses, everything that the game mathematically keeps track of, so this run can clearly be called "100%".
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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