Posts for keylie


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keylie
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feos wrote:
It's not up to me whether you implement the known improvement or not. You should do it if it works. All the rest is the publisher's problems.
Ok. I made the improvement which is available here: http://6v4aqm.1fichier.com/ I cannot modify the input while editing the submission though.
keylie
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feos wrote:
And tell the frame to redo capture from.
I know, I very sorry. If you don't want to do it again, I'm fine with it. It's up to you.
keylie
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feos wrote:
keylie wrote:
feos wrote:
EDIT: Or shall I really wait?
No, it's fine like that.
I mean the suggested improvement above that my post.
Ok, if you don't mind, I will make the suggested improvement today, and edit the submission.
feos wrote:
And for the ending screen, I'm more interested in why it implies there were 2 previous attempts and displays their result?
Yes, this is misleading, but I guess the last and the best attempts are the same in your case.
keylie
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Thanks for all the nice comments, I really appreciate it.
feos wrote:
For some reason the ending looks like this: http://rghost.ru/46099081/image.png
So I was not dreaming. When you don't make an AVI capture, the final time is xx:xx.03, when you do, it's xx:xx.05. So an extra frame is counted when capturing. I may be able to fix this frame from capturing, but then the non-capturing run might desync, so I don't think this is a good idea.
feos wrote:
EDIT: Or shall I really wait?
No, it's fine like that.
ais523 wrote:
I'd be interested in seeing (probably not as a submission, just as a demonstration for your fans) TASed routes for the five most interesting stars.
I may do individual star stages, but now I'm taking a break from Braid.
Patashu wrote:
2) You were able to rewind after taking a few doors in world 3, is that because they were set as 'rewind exempt' (aka green) in the editor? (Oh, is it possible on any door in the game?)
I seems to be possible in every door in the game. I first thought about doing it everywhere, but it wasn't very nice in World 2 because of breaking the music flow. So I'm just showing it in a couple of stages.
keylie
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You can try this: http://kpll2q.1fichier.com/
keylie
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feos wrote:
It happens when he starts speaking to that animal after jumping from the platform and leaving the puzzle room. He starts rewinding the dialog back and forth, jumps left and goes to options :D
Oh. It means it doesn't skip the dialogue. Either you didn't use "Force english locale" option and you have another language (which is unlikely), or... I don't know, but it can be fixed by adding a tons of [0x20 00 00 00 00 00 00 00] frames when the dialogue is showing, to be sure to skip it.
keylie
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feos wrote:
Desyncs at 18th minute no matter what I change.
Oh :( :( If you feel like the desync occurs at the beginning of a stage, it is possible that it is due to the random loading screens. Indeed, loading screens between stages take exactly 12 frames, except for some who randomly take 13 frames (about 1/10). If you localize the beginning of the desync stage, you can try to add an empty frame (8 * 0x00) if there are 12 empty frames, or remove one if there are 13 frames. To localise the address on the .wtf file, it is address = frame * 8 + 1024 (header) If it occurs in the middle of a stage, or during a puzzle, then... I really don't know what to advise you to do :(
keylie
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turska, I also get desync in the beginning very often, it results in the first inputs been altered. That is why I started to make relevant inputs after a few seconds. Did you try to let the game go ? If Tim is taking the first door correctly, then it is very probable that the whole movie will be synced. About the Hourglass options, it is more robust to put "Multithreading and Wait Sync" on "Allow" in the main window. EDIT: I was able to play the full run with no visual desync on my laptop with an integrated graphic card.
keylie
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Je TAS Braid aussi sur Twitch (http://www.twitch.tv/kilaye), mais j'ai bientôt fini donc je ne vais plus beaucoup streamer.
keylie
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Patashu wrote:
Are you planning on submitting a run with cloud warps or in speed run mode?
I was thinking about it again, and I'm more and more willing to do the speedrun mode first. Mainly because I will loose time (real time) on every puzzle, as I won't be able to use the mouse. So it would be strange to propose a TAS where portions of the run could be beaten by real people... On the speedrun mode, I could use puzzles to do some entertainment instead.
Atma wrote:
The final version will be interesting to see, and hopefully easy to sync.
Syncing is not a problem in this game. No RNG.
keylie
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I made a youtube playlist of the current WIP.
keylie
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I moved all comments to the wiki: https://github.com/clementgallet/braidTAS/wiki Yes, it is generally faster to jump, because slopes are slowing Tim down. However, on some occasions for upward slopes, you may have to delay the jump because landing is slowing Tim a lot. So, the optimal planning on slopes is really not straightforward :(
keylie
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There is a boss only in worlds 3 and 5.
keylie
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World 2 is up
keylie
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Yes, I'm aiming at any%. As the time attack mode is only available when you finish the game once, I'm doing the normal game. One problem is about the puzzle parts. The fastest way do solve them would be to use the mouse, but it is not supported in hourglass.
keylie
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I just started working on this game. It works quite well with hourglass, some savestates crash the program, but overall it's fine. I will update the input file and all informations in a GitHub repository regularly, along with videos of every section. Feel free to comment here or maybe using the issue feature in GitHub (needs an account). Link is here: https://github.com/clementgallet/braidTAS
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