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Active player (471)
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Odongdong wrote:
Finally this game gets on working, I'll keep following your progress. By the way, wouldn't it be faster to jump hit on every enemy and finishing him with dagger than seeking double kill? Luck manipulation for better position is pretty easy too as enemies always try to approach you.
If you keep up with progress, I'm always on IRC (or if you have skype I can be on that more). All critiquing is helpful especially by another who has started TASing this game :) By Jump hit you mean, vault/hit/retrieve?
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Yes, that's the thing, I couldn't find the word to describe. The double hit takes some make-ready time as in your WIP, while vault attack can be triggered easily by luck manipulation (theorically you can make enemy to be in the next).
Active player (471)
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Ill do a test of it soon to see if its faster!, probably staying in landscape view will help as well due to lag issues. Tested out jump hitting all enemies, 144 frames slower. Now that's not insanely optimized but that is manipulating them to be right in front of me when I need to jump hit again. video comparison up soon so I can review as well
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Ah, too bad it's slower. So it looks like wall-kicking slash is the fastest, which however depends a lot on RNG. I hope the game cooperates well with luck manipulation and am anticipating lofs of sequence break in later part.
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Odongdong wrote:
Ah, too bad it's slower. So it looks like wall-kicking slash is the fastest, which however depends a lot on RNG. I hope the game cooperates well with luck manipulation and am anticipating lofs of sequence break in later part.
Link to video Just as a double-check to see if they look optimized edit: im gonna attempt to see if I can spawn the enemies faster, zooming in is the best way to spawn enemies ive found lol (if you stay in landscape they take forever to show up)
Joined: 6/21/2014
Posts: 25
Hey there, I'm dropping in from the SDA thread. I'll be following your progress and will be willing to help out. I believe I'm up to date with pretty much every shortcut and timesaver in the game. Concerning the spawning of enemies, UCPro wrote this on SDA: "EDIT: here is a video showing the manipulation of the enemy spawns in the second wave. Just to point out, doing this saves 3 seconds.....it is 3 seconds faster than the fight i had in my segmented run (both fights had the same level of execution). After killing the last enemy of the first wave, watch where i move the prince too....when i get to that specific spot (anywhere in that general area is ok) i switch to first-person view and face across the room. When i hear the enemies spawn, switch to landscape view and you will be right next to an enemy (100% consistent). " And the video: https://www.youtube.com/watch?v=C0Utj3oUyeg Hope that helps! :)
Active player (471)
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I'll have to check the frames but looking at the video and my comparison video, it seems roughly six seconds between the 2 waves for all the videos. I may be optimized there but im gonna go back and check if I can get them sooner. I know for the vault-hit-retrieve video I did optimize the spawn times. perhaps a combination of torpedo and V-H-R would be more optimal. hm.
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Link to video Been working on the rewind and load trigger glitch in this room a little bit to figure out the quickest moments.
Active player (266)
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That was intense. I'm sure the run's gonna benefit a lot from this load trigger. However, on that section, won't it be faster to do this way? http://youtu.be/rAuSAVjyMek?t=8m20s Found some months ago, this also makes a skip directly to wall hole and it doesn't involve time rewinding.
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That's new info to me haha. Never seen that video so I'll definitely try these out as well! edit it seems I had no clue on what a load trigger was at first, so i'll have to do more testing, i thought load triggering at first meant to be able to do the rewind trick correctly, not actually loading more of the level. I've been trying to do the swords-out wall jump like in the above video, pretty difficult to get right thats for sure.. edit 2 Hmm i was able to get up onto the corner of the ledge, cant seem to get on the ledge closer to the wall.
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I'm gonna keep testing the area, but even with TAS inputs I can't seem to hit the ledge so that I stay on it. The only way so far was hitting the corner and the zoom shuffling across the ledge to get into position. Didn't test enough to see if it was faster than my current way. But as said I'll keep testing!
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Link to video This was actually a few tests so my current version is not optimized as much as i'd like. I need to fix the very beginning so I am not getting close to the ledge where I am no longer jumping. I had to stick with the corner and then zoom in and camera pan to correct my character's angle/position so he could wallrun. but still way faster than before and saves me sand :p
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Cool! The other set-up might be possible only in the PC version.
Active player (471)
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Yeah I tested for about three hours solely on that area. I'm gonna stick to the corner and camera zoom - move into position for a wall run since it's faster and easier than the rewind trick. Going back and fixing the beginning and finding exactly which frame the load trigger is on is rough. Probably should find memory addresses to help me when maps get loaded but that seems difficult. I was using free look on dolphin but you still have to get close to the next area before it loads, as you're jumping off the ledge to wall run is when the next area loads.
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Well this has been stressful.. I've been testing where the load trigger is in the same room. and I finally found the position to where it loads. and when I try to proceed, theres a second load trigger almost immediately after it -_- this trigger loads object destruction. So as you can assume, I got the load trigger optimally then got into the room and couldnt destroy the chest/chairs lol...
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That royally sucks :(
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Looks very good. I tried a bunch of different things in that area with little success. There are too many load triggers for any major skips. A few things: You're not rewinding fast (hold a directional button while rewinding) You might be able to torpedo through the obstacles from one of the benches on the side. You can jump from the second platform in the hole directly into the cutscene. Keep up the good work!
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Link to video Updated with faster rewinding, jumping from the second platform into cutscene :)
Warepire
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Looks great, all that climbing over rubble before meeting Farah made me slightly dizzy due to how smooth it felt.
Active player (471)
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I like how this WIP turned out Link to video is the bookcase pushing something new I found?
Joined: 6/21/2014
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That segment is perfect. Only thing I can imagine being slightly faster is wallrunning off the other wall after the bookcase and then jumping twice. I know it's possible but not whether it's faster. The bookcase thing is definitely new by the way, thanks for that.
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I remember in one video accessing the bottom through bed ceiling instead of taking death. Can't decide which one is faster.
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Odongdong wrote:
I remember in one video accessing the bottom through bed ceiling instead of taking death. Can't decide which one is faster.
Might continue more tonight on the next area, but I checked through the sda forum and could not find any videos of the bedroom chamber where someone uses the bed roof. I know I've seen one too. maybe I skipped over it.
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I finally found it was in the first post I made. http://youtu.be/NidgDjB5D40?t=1m9s As I watched it, this looks really considerable shortcut. I wonder why it wasn't used in most speedrun. Edit: I also just recalled somebody commented the next area won't be loaded because the player skipped importent event, thus death is required to load trigger. So this route may end up being slower than current one.
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