Posts for rchokler


Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
For the glitch that I mentioned on 4-10, it also occurs on level 13-10 with a 12 block combo, saving 22 frames. You can see both in this latest run. The only suspect I didn't yet rule out for this glitch is moving a block on the last frame before the clearing of the combo initiates as this is the case in both occurrences of the glitch.
Experienced Forum User, Published Author, Player (145)
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Location: Brookline, MA
Here is the link. Hopefully this link works as I tried to put one in the submission text and the link was broken so i removed it. C:\Users\Roman\Downloads\submission3364\rchokler-puzznic.fm2.zip
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
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Location: Brookline, MA
I tried to post a link to the new version of the run but the link didn't work so I am trying it in this message post. C:\Users\Roman\Downloads\submission3364\rchokler-puzznic.fm2.zip
Post subject: Replacingan input file.
Experienced Forum User, Published Author, Player (145)
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Location: Brookline, MA
I already finished making that file. However, I posted that I need help with handing it in. I was then given a link to microstorage.php where I placed the new file so the file replacement will likely happen soon.
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
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Feos, If you see two duplicate encodes, that is because I wasn't immediately sure if the earlier attempt succeeded. In that case you can remove the duplicate copy.
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
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I just finished making final adjustments to my TAS, but don't know how I can attach it so that a moderator would be able to replace the file. Could I get some help? I really don't want to cancel another submission. Anyways, the new version is 104737, which is 321 frames (5.3 seconds) faster.
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
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Location: Brookline, MA
I noticed that the game has an exception to the 22-frame rule that Nitrodon mentioned. The rule seems to only apply if there are at least 4 blocks of the same type being cleared as a part of a massive combo. I will double check this with the other levels where I form massive combos that don't include 4+ blocks of one type. For an illustration, see the run of level 4-10 which is the earliest case of this exception. In it I clear 11 blocks in a combo, but it takes only 57 frames (minimum number for block clearing events) rather than 57+22=79 frames expected for the 10-14 block range. The cursor doesn't even have any block selected during the clearing. The blocks include 5 types consisting of one triple plus four pairs.
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
Never mind, there were 8 blocks being destroyed in the combo of level 3-6, not 10.
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
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Interestingly, I noticed that the block you hold doesn't have to be one of those being cleared to save the 22 frames. Level 3-6 demonstrates this.
Experienced Forum User, Published Author, Player (145)
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To Spikestuff. I will try to update this submission to make some improvements suggested to me by Nitrodon. You may want to hold off on the encoding until that update.
Experienced Forum User, Published Author, Player (145)
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I'll test the second suggestons and have the moderator replace the zip file in my submission in the next few days. Thank's Nitrodon, and I give you credit for this analysis.
Experienced Forum User, Published Author, Player (145)
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Also, the 47 frame cost only applies if the last destruction is a combo, as you regain control after each combo right as the bubbly score number starts to rise rather than when it dissapears 47 frames later.
Experienced Forum User, Published Author, Player (145)
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For the combo part, the 47 frames cost is in the rising bubbling score number, since the destruction of blocks is 58 frames minimum (for up to 5 blocks). So if you save one destruction with minimal extra manipulation, it can save a few frames. On the other hand, having much larger numbers of blocks destroyed is good speed-entertainment tradeoff, where some speed sacrifice is used to create a more entertaining result.
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
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Well, in the case of Puzznic, the input density is very high during each level's solution, and there are a number of patterns that I had to learn to allow for quick copying and pasting. Of course alot of analysis went in to find the right input sequences and there were many dead ends encountered during the creation of this TAS and many times where I tested multiple options for the order in which blocks should be moved by the cursor and picking the fastest option. This TAS proved very doable using regular text editing because all inputs except for the speeding through the intermissions were movements of a cursor and the blocks, so it wasn't too hard to keep track of the future positions in my head for the next 15-20 frames before testing the input to make sure it behaves as desired. This would be very difficult to do in most other games because there would be too many elements that move at rates of 1 pixel per frame (e.g. super mario 1).
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
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The older submission was cancelled just before I posted the newer submission, but thanks anyways.
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
OK. I'll do that next time around. Thanks.
Experienced Forum User, Published Author, Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
It took about 3 months to do. I had a lot of time on my hands over these past months.