Posts for bunnywalk
bunnywalk
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Joined: 6/5/2019
Posts: 7
Because I found new movement tricks, I have to re-do all of the levels to implement them. I have the basic idea of how each level should go, minus the planning/routing the music coins will take up... With Classic WoW coming out in about a month, along with the start of my college semester, I'd like to have it done before the end of August, although if it bleeds into my schooling, it will take much longer than that. Some of the sections of the run I submitted were done very quickly (sometimes completing 5-6 levels a day, including finding wallclips,) so I plan to take more time and add more movement/entertainment this time around (you can tell when I got sick of doing the run because I end up standing still in a few spots and doing nothing, rather than moving xd) From start to finish, not counting the few times I had to re-do the entire project, it probably took me three months of uninterrupted work (9-10 hours a day, I mean,) doing multiple levels a day with testing. It's not exactly a WIP since it's finished, but I made it so I'd have something to compare to when I inevitably improved upon it (the TAS I posted as the example in my submission was what I was comparing to, but I ended up obsoleting it so quickly that it became of little use.) I don't want to annoy the judge too much. I said it was fine if this got cancelled, (because it would be replaced with a 100% run,) but this submission would stand for at the VERY least another month or more while I worked on a new one. Since this is the only example of a WL3 TAS on this site so far, I'm still fine with it being published (though hopefully I'll obsolete it quickly xd) I had to edit this post like 4 times, I wish I knew how to speak ;;
bunnywalk
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Experienced Forum User
Joined: 6/5/2019
Posts: 7
I definitely understand the game engine better now (I found out that the way I was getting off ladders was actually a frame slower after testing in a few areas, for example,) so the next TAS will be a lot cleaner.
bunnywalk
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Joined: 6/5/2019
Posts: 7
Improvements aside, I'm perfectly fine with it being cancelled and instead submitting a 100% run, since most people in the thread agree that that would be better, and I don't have to do a whole lot of extra routing work (probably just another few days of planning or so.)
bunnywalk
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Joined: 6/5/2019
Posts: 7
I made this mainly just because it's my favorite childhood game, and I saw that there wasn't a TAS of it, so no, I don't plan on obseleting the WL2 100%... maybe. I'm waiting to re-do this to see if more people think this catagory is arbitrary when applied to TASing, I may just do a full 100% run once judging is finished
bunnywalk
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Joined: 6/5/2019
Posts: 7
My logic behind doing this category over 100% is that a shorter movie would be more palatable, but that's definitely a valid suggestion. I'll wait on completing my improvement to see how many other people suggest that as well.
bunnywalk
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Joined: 6/5/2019
Posts: 7
I underestimated the usefulness of screen scrolling because it takes a little less than 4 seconds to accomplish, and I realized my movement was not optimal. I'm currently reworking this TAS and have shaved off frames from multiple levels. With the knowledge I had at the time, I was happy with how this turned out; it was more of a framework so I had something fast to compare it to.
bunnywalk
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Experienced Forum User
Joined: 6/5/2019
Posts: 7
TheKDX7 gave me the idea to try despawning objects with screen scroll, and most of the golf can be skipped(despawning the minigame block), and I think you can probably despawn spikes too, which would make maps like Forest of Fear even faster, so I think a lot more time can come off of this category... It takes about 3.8 seconds to perform, so I'm going to test it on every screen that it's possible on and see if it ends up saving more frames... the downside is that it'll make the entire game harder to navigate, so it will probably take longer to finish than this one currently did ;A; edit: despawning spikes does not appear to be possible... edit2: just found a faster way to break blocks, too ;;