Posts for feeuzz22


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Post subject: Re: S3k zipless TAS
Experienced Forum User, Published Author, Former player
Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
WST wrote:
I was going to try improving your AIZ, because I had a feeling that I could do it, but I couldn’t open your link. Could you please reupload your gmv to the microstorage?
Oh huh, hi, i was just passing by here like i do once every several months, when i saw this topic about Zipless going on, i guess i should share my very old and probably outdated work on AIZ as S+T (WST already saw it, a lot of times), it was supposed to be completely glitchless that's why it doesn't contain the "loop jump glitch" thingy, but i think the use of tails can be huge even in such a run. Here you go: Link to video See you next year !
~ [I]feeuzz
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Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
Since the day Nitsuja improved the any% run done by SprintGod (which was a Sonic alone run), "2 players" and "Sonic alone" runs was already sort of merged in the same branch. However, i honestly never have thought that a Sonic only run would literally obsoletes an any% S+T, even if it makes sense because of the newer discoveries and so on.. The good thing is, this run will get the attention and congratulations it deserves, and a S+T run faster than this one is certainly possible (without having to wait for further discoveries/tricks/glitches). The bad thing is, unless someone finds some really good reason to play Sonic alone, we will never see one again, it will seem unnatural from now on. Edit : How do we make space for a low-glitch run now (if it ever happens) ? This one might never be faster than any%
~ [I]feeuzz
Experienced Forum User, Published Author, Former player
Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
WST wrote:
Here it is. Most stages are improved by at least 1 in-game second, except the SLZ, which I just copy-pasted from BahnDaten. I can’t really explain why I was lazy to TAS this particular zone and not any others. Update: somehow I missed that it's possible to skip the score counts :( I'll probably fix it sometime later, my apologies for that :(
Oh, it was really nice, but i don't get why you took damages in SYZ2, doesn't look like it saved time to me (i probably missed something), just by curiosity :D
~ [I]feeuzz
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Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
dez_Games wrote:
Never mind all of that! I have successfully created a 3 player TAS in Sonic Classic Heroes using tracks! I did better with player 3 than with player 2... Here's the gmv if you want to play around with it! http://www.mediafire.com/file/x7l8wdhip07s4cx/scheroes3PTESTING.gmv/file
Yeah, that's nice, i haven't watched your movie yet but i suggest you to upload your gmv files to http://dehacked.2y.net/microstorage.php and make sure to do so when you think people might be interested in your lastest production.
dez_Games wrote:
Emulator: Gens11a. Change your controller settings to teamplayer.
Use the lastest version of Gens-rr, that means 11b if you look on the forum carefully. Because everyone uses Gens 11b and because we are receiving enough complaints for using an "under-accurate" emulator, please at least keep it up to date :p Also, since we are talking about tools, make sure to visit this thread if you haven't, it is a really useful one if you are getting started, along with the basic knowledge on Sonic games that you can gather by watching submissions and reading this page.
dez_Games wrote:
I might be obsessed so if this is getting repetitive, I'll stop. Just tell me. But anyways, here's the newest 3P movie of SCH. Here's the gmv and the savestate for the movie (it's necessary to play the movie) in this folder!
Don't upload every single WIP you do, there is so much to improve on most romhacks :p. Each frame improvement is something you'll see on Sonic 1, Sonic 2 and Sonic 3 & Knuckles because they are way too optimized already, but on romhacks it's not worth it to post a 5 frames improvement on 1 level :) Nobody will watch them, and if it is really an important improvement, then you can simply edit your post, switch the link and add "Edit : even faster now !" xD Last thing, because i'm really annoying, people don't like to watch movies with savestates (for several reasons), so just record from beginning even if you have to enter a level selection code, or you can dump the avi (or record it) and upload it to youtube, easier for everyone to see, even for people that are not at home or that do not TAS.
~ [I]feeuzz
Experienced Forum User, Published Author, Former player
Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
kaan55 wrote:
I tested it myself. It works well for Sonic Classic Heroes. Also welcome back feeuzz! I didn't know if I would ever see you.
Thx man, and yeah it works but i doubt i don't think that it will actually "save time" in comparison to a "1 player switching character" mode.
dez_Games wrote:
Um... this doesn't exactly work for me. I can record player 1, but it just won't play the inputs back.
Huh, be careful with the savestates, you can accidentally "remove" the input by loading a "wrong" one.
~ [I]feeuzz
Experienced Forum User, Published Author, Former player
Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
dez_Games wrote:
Alrighty, so... I am new here at TASVideos. I’ve made some TASes, but the one thing I ask is what is the best way to control 2 players? Like, what to set their controls.
Hey, welcome ! (says the dead one) Huh, it's not about controls, i also made this mistake when i first started TASing, but you actually can use the same controls for both players since you don't actually record both at same time (except if you want to). It is known as "multitrack recording", you can toggle them with ctrl+shift+1 for player 1 and ctrl+shift+2 for player 2. Gens also support a third controller if you are recording in 3 buttons mode, it could be a really cool feature for Sonic Classic Heroes but it doesn't seem like it is that useful :/
~ [I]feeuzz
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Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
Let's blast through with Sonic's speed !
~ [I]feeuzz
Experienced Forum User, Published Author, Former player
Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
Zeupar wrote:
Yes, but a long time ago and each one on their own way. That said, I enjoyed this run a lot. Thank you all for contributing to making it a reality. Tee-N-Tee, do you reckon this goal could be completed without taking advatage of zips? If so, do you feel like working on such a project?
Uh, I don't think Tee-N-Tee really cares about it, he contributed for fun, his skills, of course, improved everything in the run, but i don't really think he took this project "too" seriously.
~ [I]feeuzz
Experienced Forum User, Published Author, Former player
Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
To me (and LTRP may confirm), the fastest pattern (considering subpixel climbing) as far as i remember is: [<b] [<b] [<b] [<b] [c>] [c>] [c>] 7 frames pattern, short, but fast.
Archanfel wrote:
A bit offtopic, but would be great if you guys as team also will try to work with "Maximum Individual Rings Challenge" (aka Perfect Bonus) after finishing this wonderful project. That run is a lot [A LOOOOOOOOOOT] more complexity and entertainment than "No Rings".
You may ask Theyogwog, he really is good at collecting rings as Knux.
~ [I]feeuzz
Experienced Forum User, Published Author, Former player
Joined: 7/6/2012
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Wow ! What an improvement ! Can't wait to see the final movie !
WST wrote:
He proved himself able to aglarize runs without Aglar.
Lol, true though.
~ [I]feeuzz
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Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
erm.... Link to video I even could not say if it is really "TASes" or not.. I guess the use of the R.Y.N.O. and the power boots makes the run faster, so, without it (when really beginning) we could expect something like 50 minutes, no?
~ [I]feeuzz
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Joined: 7/6/2012
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TheYogWog wrote:
I'm curious what Knuckles routes would look like for this goal.
As a Knux TASer, you should tell us.
~ [I]feeuzz
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Essai de retéléchargé l'émulateur depuis la source, avec les autres fichiers que tu lui avait associé aussi. Vérifie que ton émulateur se trouve bien dans un dossier ou il a accés en écriture/lecture et que ta config est reconnue (ta carte graphique/piltoes de cartes graphiques etc...) généralement ces derniers installent des logiciels tel que opengl ou directx, qui permettent la lecture de jeux.
~ [I]feeuzz
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Joined: 7/6/2012
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Nice Job man ! :) I present you a full TAS made by WST of "Amy in Sonic the Hedgehog" (v1.8) Link to video An other awesome work from our friend :)
~ [I]feeuzz
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Joined: 7/6/2012
Posts: 207
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Hello, I did not verify all my advices (so, they may not be possible) but i would like to suggest you one or two things: _EHZ Boss is ok to me _GHZ Boss can be done a very little bit faster, if you quick spindash (1frame) before jumping on him (first hit only), it makes your hitbox larger, you should be able to hit himone frame ahead. _CPZ Boss is ok to me _ARZ Boss seems.. a bit slow at the beginning, maybe you did not get him enough soon. _MZ Boss seems ok, "seems" _CNZ Boss is ok to me _SPZ Boss is ok to me _HTZ Boss is ok to me too _MCZ Boss, same as GHZ, first hit possibly can be done a bit earlier _LZ Boss, is ok to me, but I know you can beat him while going up, maybe you can earn a some entertainning point by beating the boss too, maybe not, because you probably will lose frames doing it, up to you. _OOZ Boss is ok to me. That's my opinion for now.
~ [I]feeuzz
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Joined: 7/6/2012
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Location: Réunion (FR)
Sorry for double post, just showing a little something: it could be called "TASS2CPZ1MIRPF" or just: "Tool-Assisted-Superplay of Sonic 2 in Chemical Plant Zone 1, Maximum Individual Ring Perfect Bonus" Link to video
~ [I]feeuzz
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Why is Mystic Cave 2 imperfectable? EDIT: oh okay, now i see... why the heck are them such far ???
~ [I]feeuzz
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Joined: 7/6/2012
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Exessive? maybe. But i saw worst. Your runs are still as nice as before, I still have the same entertainment watching your movies :) keep on that way .
~ [I]feeuzz
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Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
edit: Problem solved here, don't pay attention.
~ [I]feeuzz
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Joined: 7/6/2012
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Location: Réunion (FR)
salut, Je ne pense pas que je t'apporterait la réponse attendue ^^, mais a mon avis, cela vient tout simplement du fait que les émulateurs sont différents, comme tu le sais, d'un émulateur à l'autre, l'émulation est différente, les frames de lag, pas au memes endroit et le nombre peut varier. Aprés, il faut aussi voir le nombre de FPS (qui est normalement le même si tu as utilisé la meme rom). Tasvideos souhaite que les TASers utilisant Gens passe sous Bizhawk, cependant les runs sous Gens sont toujours acceptées, du coup, a mon avis, la philosophie a adopter est la suivante: Toutes les runs ayant deja un prédécesseur sous Gens, devrait être continuer sur ce même émulateur afin de pouvoir comparer avec facilité. Toutes les runs "inovative" ou de nouveau jeu devrait être effectués sur Biz. Cependant, si tu veux avoir mon avis perso, je préfère Gens a Bizhawk (certainement l'habitude).
~ [I]feeuzz
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Joined: 7/6/2012
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They seems both goodly done to me, nice job. It is more team Knuckles than team Sonic :P but this doesn't surprise me, from you.
~ [I]feeuzz
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Joined: 7/6/2012
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I vote for this one too.
~ [I]feeuzz
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Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
'cause it is a speedrun, done by a TASer.
~ [I]feeuzz
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Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
Atma wrote:
Amy being able to spindash (with a different animation) really took away my interest in this run, as such functionality is inherently un-amy-like. She effectively becomes sonic with a super jump at her disposal.
Animation and super jump? Let me explain you how different they are. Main differencies between the two characters: Sonic: -Can spindash -Can roll -Can use sheilds and their powers -Have the larger hit (when you press jump a second time) -Can have heavy acceleration in loops, 'cause can roll and jump. Amy: -Can upward dash -Can't roll -Can use sheilds, but not their powers -Got the "super jump" (as you tell it), but also a "down dash" -Hammer hit And if you think the differencies between Spindash and Upward dash are only the sprites, you are totally wrong. Let's see: Spindash: -invulnerable to enemies ('cause rolling, huh) -speed: 3066 at first frame, and decelerating after (on plat terrain) -high acceleration on positive slope -small hitbox (guess why) -jump control: No Upward dash: -Vulnerable to enemies when running ('cause not rolling, hah) -speed: 3072 constant (on plat terrain) -low acceleration on positive slope -tall hitbox (guess why) -jump control: Yes If you have questions, ask, don't judge.
~ [I]feeuzz
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Joined: 7/6/2012
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Location: Réunion (FR)
yes² vote, for each players :D
~ [I]feeuzz
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