Posts for c-square


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Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Short and thoroughly dominating. The audio is also quite funny to listen to. Yes vote.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Um... wow. Just wow. This game has officially been destroyed. Good work.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
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DrD2k9 wrote:
Is there enough perceived confusion about polls (specifically, but not limited to the 'meh' option) for the staff to consider a change of any type? Or is the general consensus that what we have is good enough and doesn't need changing?
I'm personally happy with the way things are. I think the polls aren't a fine-tuned scientific instrument, and they don't need to be. Like you said, in the end, it's the judge who is going to make the decision, and often it's the comments, more than the polls, that sway the judge's decision. It's nice to have a quick way to just say Yes/No/Meh, and also comments that I can use to elaborate if I feel I have a need.
Experienced Forum User, Published Author, Active player (372)
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Just got around to watching this. That was amazing! Not having seen the previous versions, I was particularly floored when you were up against the edge of the screen in 6-2 and again in 7-1. The setup to the end of 8-2 is also a thing of beauty. I was surprised you took a firework on 6-1, but I'm guessing it's slower to wait. Also I'm guessing you didn't do the flagpole glitch on 8-3 to avoid getting three fireworks. Am I right? Thanks for making this, definite yes vote.
Experienced Forum User, Published Author, Active player (372)
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I meant to get from the mid level up to the red level. When you jump from the platform, you don't have enough time to get to the lever, open the red door, and get back out to jump on the platform to get up to that level. If you try to catch the platform to jump up to the red level at the first opportunity, you still lose time by backtracking. Is that clearer?
Yep, thanks. It really appears as if it would work, as you just miss the platform by one second, which forces you to wait seven for it to come back. But, it sounds like you've tried it and it just won't work. That's too bad.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
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jmosx36 wrote:
yes, because, just as with the nitro I push the other player, with the 4th gear abuse I can push the player 2 with the player 1 (because it can use the 4th gear in a curve), and with the 4th gear you can accel up to 230 kph in a plain, but with 5th gear, only can accel up to 220 kph in a plain.
Hmm... In that case, the "No 4th gear abuse" objective seems rather arbitrary. It's much more interesting, IMO, to see the fastest a TAS can achieve, instead of it limiting itself. In fact, the only time a TAS should be limited is if it increases entertainment value (which I can't see that being the case here). I still think this run is worth accepting as is, but any future run that does use the 4th gear to its advantage should obsolete this run.
Experienced Forum User, Published Author, Active player (372)
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That was fun to watch. Thanks for doing this. Re: 4th Gear Abuse, would it make the run any faster if you did “abuse” the 4th gear?
Experienced Forum User, Published Author, Active player (372)
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Looks well optimized. Unfortunately there's nothing you can do about the horrible music. I was amazed at how much damage you could take without dying. Is this played on an easy mode, or do they just give you that much life that you can take all those hits and be okay?
Experienced Forum User, Published Author, Active player (372)
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Great TAS! I really enjoyed watching this. One question: Why choose "Fine" over "OK"? It appears it takes a few frames to switch options?
Experienced Forum User, Published Author, Active player (372)
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Not applicable to the current question, but related: is it allowed to glitch into a cheat/debug mode? An example I've been thinking of recently is how many Sierra games have a debug or cheat mode. I know it's not permitted to enter the code to use that mode, as the code was never given in the instructions, nor was it ever intended to be part of normal gameplay. But what if you found a glitch that allowed you to take advantage of some of the code in the cheat mode? Is that allowed?
Experienced Forum User, Published Author, Active player (372)
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slamo wrote:
I tested this but never posted about it: Windows 3.1 runs just fine in MAME. Sound works, MIDIs work. Early Windows games will become TASable if rerecording is added.
That's great! I've been wishing for a SkiFree playaround (maximum Yeti!) for years!
Experienced Forum User, Published Author, Active player (372)
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I’m not sure I understand why you’d have to wait for the platform to come back up. If you’re at the red door level, isn't it possible to jump down to the green door level without the elevator?
Experienced Forum User, Published Author, Active player (372)
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Pause jumping pushed this up from a no to a meh. I appreciate the work put into this, unfortunately it's just not entertaining. Perfect for vault though!
Experienced Forum User, Published Author, Active player (372)
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Nice. I really liked how you just got ahead of the green monster after the time stop. For the last level in your latest video, could you save time by hitting the red switch, going all the way to the end, collecting as much as you can from the end going back to the green door, but then leaving some behind and catching the elevator going up? You can then clear out all the gems behind the red door, then fall down to get the rest behind the green door. It would save you having to wait for the elevator to go all the way up and come back down.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Loved all the tricks and glitches. Yes vote. :)
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
If you're gunning for moons, which I think a good TAS of this game would achieve, then the slower speed (higher divider) is certainly more watchable. I agree with Nach, absolutely use the highest difficulty. One round is great, and the first submission shouldn't use Nova. You can use it in a follow up to show how different it is. The Advanced Options question is difficult to answer. The right answer, IMO, is whatever would make it more entertaining. Looking forward to your TAS, slamo. This game is a great pick for one.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
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Nicely done! I was expecting to be voting for vault, but it was interesting enough that I think it warrants moons. The speed was remarkably fast, and I found it funny how frustrated that semi-truck driver seemed that you wouldn't take any upgrades.
Experienced Forum User, Published Author, Active player (372)
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That was excellent! Yes vote for sure. One question: at the end of area 5 when the boss is defeated, the blue player is slightly behind the red player when they exit the level. Would it make a difference if they were both as far right as possible?
Experienced Forum User, Published Author, Active player (372)
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Nicely done! Looking forward to the final product.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
EZGames69 wrote:
that skeleton will cause lag if it's still on screen because we encounter the two other enemies afterwards, if it didn't then yes it could save time. ... No. You have to take damage in a specific position to do the inverse skip properly. And it can end up being slower overall due to more lag. So if we dont do the inverse skip, it's either for one of those reasons
Thanks for the info, EZGames69. Take a yes vote for your troubles. :)
Experienced Forum User, Published Author, Active player (372)
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That idle animation is amazingly cute. Two questions: First, at 1:53, you drop down and toast a skeleton before inverting and coming back up. Wouldn't it be faster to just invert and ignore the skeleton altogether? Second, in the second level you end with one health left over, yet there were numerous times in the level where you toasted an enemy and inverted instead of taking the damage to speed up the inversion. Is there an additional damage you could take in the level to save time?
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
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Short and sweet. Too bad about the placement of that last tree, otherwise you could have just skirted the edges of the last flags. I think a downhill version would be cool too.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
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Ha ha ha! That was hilarious! Looking forward to the Expert run.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
DungeonFacts wrote:
Making this change will save negligible time, but in TAS there's no such thing as negligible time. The real problem is this means I'll need to completely re-record that section and the level afterward. Since I've done the routing already it won't take as long, but the prospect is still not appetizing. I assume that this is just part of the learning process, but is there any way to pragmatically maintain multiple drafts of a run? If I start re-recording from the breakpoint, I assume that I will lose all subsequent inputs and have to redo them? As far as I've seen there's no way to splice in a few different keystrokes to an existing run and shift the timestamps for subsequent input back a few milliseconds.
Welcome to the pain that is JPC-rr. You are correct, if you start from a save state, you'll lose all inputs afterwards. I created some lua scripts to do exactly what you're looking to do: change a few inputs and keep the rest, but it's not perfect and still requires time to resolve desyncs. If there's a lot of work you'd have to redo, then it will be worth trying the scripts. If it's not much rework, then just doing the rework would be faster. I'm slowly working on an improvement on this, but it's been very hard to find time to progress on it in the past few months. I'll share it as soon as it's done, but for now, either redoing your work or using the lua scripts to make modifications are your only viable options. EDIT: Also, in your second level, is it possible to do the right side first, and then head back over to the left with the anti-grav time remaining?
Experienced Forum User, Published Author, Active player (372)
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DungeonFacts wrote:
Preview of coming attractions: here's the first level of Crystal Caves 2! This episode is significantly harder than the first one, which hopefully will make it a much more interesting TAS.
Nice. That definitely looks like it requires a lot more planning. Good luck!
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