(Link to video)
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Postie is a game made by @invertedHat for Game Boy Showdown 2022 (https://invertedhat.itch.io/postie ). Inspired by Celeste, this is a short platformer about a postman getting to the top of a mountain, avoiding dogs and (not) collecting letters.
  • You can change direction in the air easily
  • Wall jumps allow you to get higher. They can be performed even if the character is not physically touching the wall, but they have to be holding in the direction of the wall for the first jump frame.
  • Not all walls are walljumpable, so they are not used in places where they would be reeeeeeeeeally handy.
  • The postman can "throw balls" with the B button, which can be used to kill dogs and activate switches. It isn't as handy as you'd think, but it is still used to activate a switch and kill three dogs
  • Switches deactivate spikes that would otherwise kill you
  • The in-game stats for this TAS was 00:32, 0 deaths, 0 letters and 3 dogs killed

Samsara: Claiming for judging.
Samsara: As shown here, this run is improvable by several seconds. It's not a bad effort by any stretch, but more time definitely needs to be put into routing and finding tech. Please read that post if you haven't already, and keep at it!

TASVideoAgent
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This topic is for the purpose of discussing #7671: enderpal7's GBC Postie in 00:58.58
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
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TAS quality is extremely questionable and suboptimal, this was done in what can be assumed rushed and part of that can be due to the low rerecord count. And to prove it here is my userfile for this title. I don't TAS platformers, cause it's my weakest genre for TASing. Time is higher cause I'm using a Bios as a note. Link to video So, let me table it for everyone to showcase it, in frames per area/level:
Areaenderpal7Spike
1115115
2132127
3184179
4109107
510091
6213212
7171144
8157147
9175172
10138137
11121121
12115111
13254215
1410898
15154152
168379
17128117
18124115
197171
209796
215453
Final28032659
There is a section in your input where you don't move for 3 frames. Now I know why in other levels because I do a similar thing, but the level where this happens in doesn't make sense. Look at level 13, where I'm 40 frames faster. This is the introduction to the levers, which you can interact by walking or shooting, both is taught to you in this section. You run to the first lever instead of doing a frame to shoot it and then jump towards the spikes and then at the second one you shoot at it as you're intended to do so for distances. This is like something you need to be well aware of, I don't know why you didn't return to the start of 13 and actually fixed that error going "oh yeah I can shoot the levers". And I'm ignoring the 30 frame gap in level 7 as a note, cause this error in 13 is the actual standout for the suboptimal input. At the very end, you have an input error where you press A to jump, on the wrong frame, then the frame you're meant to jump is basically voided cause of the error'd input, and then you jump on the 54th frame. There is no care, and no polish going on in this TAS. The game is neat, my input in my crux of luck is suboptimal in my opinion, and someone can either create a new one from scratch, or take control over mine cause I did attempt polishing it within an hour of actually looking at it, as it is a relatively short game.
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enderpal7
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Posts: 20
Location: Wales
Yeah honestly you're completely right. I am very new to TAS-ing in general. The TAS was made in a day and I just wanted to make a quick TAS of a short game. I am not surprised by this, I am sorry for wasting everyone's time.
Samsara
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Posts: 2793
Location: Northern California
I took a crack at it as well out of curiosity and found a few route improvements and tricks, coming up with a 26 second IGT: User movie #637977285498912599 - https://www.youtube.com/watch?v=_lvaa2J8Q_c TASing is a hard process to teach, but it's fairly easy to learn and even master just from exposure, though it does still take a good few attempts to start really getting good. Everyone settles into their own distinct workflow once they do it enough, but there are a few key ways of thinking about the process that are universally helpful. Consider approaching future TASes with the following thing in mind: Experiment with everything, and I do mean everything. If you can think of something, even if it seems impossible, try it until you're 100% positive it doesn't work, and then keep trying until you're 1000% positive it doesn't work. Hell, keep trying it at every possible opportunity anyway just in case it happens to work that one particular time. You have infinite time to work and infinite retries at any frame you wish, both should be used as much as possible to ensure that nothing is missed. Games like this are great choices for practicing! Short, divided up into levels that are only a couple hundred frames at most, enough variety in routing and movement to make multiple options potentially viable but simple enough to not make each one a chore to test, a little bit of movement jank that's worth experimenting with... You can get a good feel for the game through playing around, you can run through levels multiple times without getting sick of it since each one is only a couple of seconds long, and you can have a great finished product with only a few hours of work, done at whatever pace you'd like. All in all, keep it up! Every minute spent TASing is well spent, in my opinion. Even if you make no progress whatsoever you're still gaining the experience, learning and optimizing your personal workflow in order to make better runs more efficiently. As long as you love TASing, don't stop doing it.
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om, nom, nom... sweet!