Posts for scrimpeh

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This is actually a soundcloud link instead of youtube: Song D'Autumne (SmookyDJ Rework) Some nice electro swing for ya.
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I recently picked up some competetive TF2 myself, playing in a div6 6s team as a roaming soldier. It's pretty fun getting more organized teams going. And div 6 teams have no clue how to protect their medic.
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Grincevent wrote:
Derakon wrote:
I would call that category "minimalist pacifist", personally. Though the fact that bats die (?) when you jump into them is a bit problematic for the "pacifist" angle, though. Congrats on finishing your first TAS! I'm not set up to watch it, alas, so I can't provide feedback.
I've already uploaded an encode (quite a poor encode) on youtube so I had to find at least a simple name for the category, which happened to be "minimal destruction"... If you don't mind the framerate which is far from optimal, or even good (arrg when Simon is blinking :p), here it is: Link to video
I watched the run, it was overall pretty neat. Have a list of mental notes I picked up while watching:
- The encode is just fine, you can see everything clearly. Youtube caps the framerate to 30fps either way, there's little you can do about that. - Why didn't you jump into the entrance right at stage1? It saves quite a few frames and is done in the published run. - I think you could've manipulated the Vampire Bat to attack you quicker. - In Stage 5, would it be faster to jump left for the damage boost instead of straight upwards? Not sure whether Medusa heads move faster than you. - In Stage 6, you can avoid waiting for the third ceiling stomper by not scrolling the camera as far so early. Just hang back at the candles for a while, you should be able to pass through just fine later. - I really like the whip fighting against Medusa. In my own "no subweapons/no damage" run, I had to do the same, it looks very nifty. - Nice hunchback manipulation. I also like the damage boosts, they are all executed very well. - I like how you act around the ravens and skull cannons, though sometimes, I do wonder whether you could go faster. The RNG is very rigid around these parts though. - Nice Mummy Fight again. I do wonder whether you could have gotten more hits on both of them at once (or used the damage to do a 'critical hit'). I honestly am not sure myself. - Frankenstein Fight was great, nice critical hits. - Outside of boss fights, you never use the whip. THis made the one time where you do use it to break your fall very jarring. I think it should be left out for consistency's sake, even if it costs a few frames. - Dying to restock on life was very unexpected and surprisingly nice. Great idea! - Drac Fight was done very well, too.
Overall, the run is pretty good. I don't think it could be improved by much, if anything. Keep it up, man.
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Warepire wrote:
He fails to beat the real time speedrun by 2½ hours.
This is because he shows cutscenes, I think.
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Tompa wrote:
Alright, time for a new WIP for the full run. Because of the improvements Yuzuhara found before, I restarted the run from scractch together with him. Current WIP goes up to finishing Hera's Tower. SMV Youtube Explanations are in the Youtube link.
Oh this was just great. Really looking forward to seeing the full run.
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It's baffling how this run still keeps getting improved. Great work as usual, mtb, and an obvious yes vote.
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I liked the run. It kept me entertained for the three quarters of an hour that I watched it, and it looked pretty good, aside from what was pointed out in the thread. Really glad to see more of the game too, though a full 100% run, whatever the definition of that category may be for that game, wouldn't go a miss. I don't see why we shouldn't accept this run.
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'lo and welcome to tasvideos, hope you enjoy your stay. I'm glad to see more people giving Castlevania some lifeblood. I once did a "no subweapons, no damage" run, was rejected for poor game choice (and, upon reflection, could have been improved by about 10 - 20 seconds). Regarding your questions: 1.In read-only mode, if you load a savestate, it plays back the movie up to where you stopped recording. If the savestate you're trying to load doesn't belong to the movie or is from after your current progress (which can happen if you loaded an earlier savestate beforehand), it brings up an error. In contrast, you can load any state that belongs to the movie in Read+Write mode and resume TASing. This is how you got your progress back. I recommend learning the hotkey to switch between the two, as it is really convenient to be able to switch between them quickly. 2.Oh please, do go for it. The Castlevania tricks page is horribly empty at the moment. To edit the page, you can just ask the staff to make you an editor. There's also the Castlevania thread on the forum in which you can post findings. I hope that's helpful to you.
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Toothache wrote:
zem wrote:
I still would like someone else to try running La-Mulana through hourglass and find out if they have the same input problems that I do. I still have no idea whether this is unique to my setup. Also, just to check my sanity — in the original version, a 100% run would pretty much have to save and reload, right? Watching the segmented run so far in the SDA thread, it looks like the amount of money you need for the optional purchases will take way more than all the coin pots in the game give you, and no amount of manipulated coin drops from enemies will make up for just being able to respawn all the 10-coin pots whenever you want.
No you are right, it will take more gold than the game normally contains for 100%, so some save-loading will inevitably be required. The question will be whether it's more optimal to do only a few save-loads on easy to reach pots near the Grail points, which also resets other pots in areas you need to revisit later, or do many of these and only collect the nearby ones for coin farming only (ie, dedicated save-loads for cash grinding).
I'd definitely prefer seeing the former, though I imagine the planning required will be insane.
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As tasvideos runs on a wiki, any changes including deletion can easily be reverted, anyway.
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Unchecking "Attach Avatar" doesn't work. You guys might want to fix that.
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Screencap'd because it's easier to do that with Chatzilla than copypaste.
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I just so happened to be listening to something for once while being reminded of this thread, so hey, here's a song. Link to video
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You can just go to File > AVI/WAV > Record AVI to record a video. The emulator will write every frame into an .avi file. You'll have to select a codec first - some of them are good while most of them are horrendously bad. If you just want to get a video on youtube, pick one that produces a low filesize. Select Stop AVI when you're done. For more advanced help regarding dumping, editing, resizing and compressing the video, check our Encoding Guide
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I'm beginning to take a liking to Special Delivery because it holds a lot of potential for interesting maps and level design. I'm hoping we'll see more of them soon, either custom or official. Doomsday itself is quite a nice map to rocket jump, as I demonstrate here.
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Mukki wrote:
Also, wow, I did not know about that boundary stuff. It should definitely save a chunk of time. Hopefully someone works on this.
There's more where that came from: Link to video I'll be playing through the game, recording all the useful skips and glitches I can find. Also, here is a 100% speedrun at 3:19:52. It makes the idea of 100% TASing the game almost look feasible. While there are no crazy glitches in the run, the runner uses death warps to get back to the TVs quickly in the Anime channel. Pretty nifty if you ask me. Link to video More. Link to video One more for the kids. Enter walljumping, which works on convex, slippery surfaces. If gex slides down a wall, he can jump when he hits the edge of it. Allows me to finish Western Station without ever touching a donkey. The video also contains a way to get the crap mountain quicker and a neat little vertical zip that happens if you put a donkey between a rock and a hard place.
Post subject: Gex 3 - Deep Cover Gecko
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I propose an improvement to this run should be done on the PSX version, as that one is superior in nearly every regard. Hence the new topic. If one already existed, apologies, I couldn't find it. The game seems to have a rather haphazard approach to collision detection, there may be quite many big and small improvements by clipping through walls or jumping over boundaries. Refer to this video to see what I mean: Link to video
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[1362] N64 Castlevania: Legacy of Darkness "Henry" by zggzdydp in 14:00.97 For reference, Ziggy already made a run of the, to my knowledge, very similar Legacy of Darkness. I'd love to see more exploits from the game.
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You can use F1 - F9 and Shift F1 - Shift F10 to load and save savestates from and to separate slots.
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Mothrayas wrote:
Screenshot suggestion: http://i.imgur.com/zBRSt.png It's fun to see the entirely messed up castle map from all the sequence breaking. Also, there are so many numbers on screen that it made some of the lifebar graphics disappear. Though if we're going with a single screen image, here's an alternative suggestion: http://i.imgur.com/jmMPu.png I think those numbers clearly show there's something quite unusual going on.
Don't DS games normally use both screens for the publication screenshot anyway? In any case, I love the number spam and the screwy castle map that results from the Suspend glitch, so I'd go for the former screenshot.
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I though that this was the most pointless thread on the site, but I must thank you guys once again for proving me wrong. Have a good day.
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I've got a motto for you: tasvideos - When aspies get way too much free time.
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RinKaenbyou wrote:
The gameplay is what I was referring to, which should be obvious, since I was responding to people calling the action boring, which is primarily the gameplay's job. It's taken almost directly from Castlevania with some Mario elements mixed into it and really is not any easier then the classic Castlevania games (you'd know if you had played it) so I believe my comparison is actually very accurate.
The issue, I think, is the level design. Castlevania's Stages tend to be very small and tight, without much room for messing around. Stairs, Blocks, Enemies and Candles, all of it is really close together, and enemies present a real challenge that way. It works well with Simon's slow movement, limited jump arc and slow attack. However, the subweapon use and damage boosts are what makes the Castlevania run stand out. With Super Mario XP, on the other hand, we get long and slow stages without much going on in them. It's simply not as tight as it should be to get the most out of Mario's limited moveset. Despite that, Mario still had to slow down and wait for enemies several times, which simply looks bad. Neither was there much room for damage boosts or subweapon use in the run. Perhaps more subweapons could have been used in the run, but as far as I'm concerned, the boring stage design is what makes this TAS unenjoyable. //In a nutshell, I think I come to this conclusion: Castlevania's limited moveset + Mario's Stage design doesn't work. Doubly so, if the aesthetics and sound are not pleasing.
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Yeah, I can't say I was disappointed. The movement of all four three characters, Alucard, Trevor, Sypha and Grant Alucard, Julius and Yoko was very entertaining to watch, and the boss fights were an absolute highlight. You moved swiftly and efficiently, and made an absolute mockery of the game. For another thing, I'm really happy to finally see a Dawn of Sorrow run that shows off all areas in the game. Obvious yes vote right here. Also, here's a screenshot mothrayas suggested on IRC:
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You work fast, man. Having watched your WIPs, I can almost garantuee this is gonna be a Yes.