1 2
8 9 10
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Spawnship = LUPUS!! It's never Lupus! But once it was almost Lupus. Lupus! that cute dog that wags his tail and shoots up ants! Yay I finally have him. let me say this: controlling him is very different. the physics of how he moves/strafes/jumps is different from Juno/Vela, so that felt weird. This was a very short level, only 2:09 in game time. some killing; but I try to make Lupus act like a dog at the beginning on the elevator :P Oh, and I was able to activate the chest glitch twice. For Lupus, it means he won't howl, since he doesn't have arms to shoot the chest with the plasma pistol. I don't think it saves time when Lupus does it, but interestingly it's easier to do with Lupus. I STILL don't know what causes it. hm. edit: fixing the last room (the bridge) because I bumped against a wall.
Homepage ☣ Retired
Player (206)
Joined: 5/29/2004
Posts: 5712
Hey, that was quick! How nice that there wasn't a ship landing movie, since Lupus was already onboard. It also helped that you didn't have to run across any really huge rooms, huh? Well, um, Rith Essa is cool, I guess, though I don't remember much of it. But I like how the beginning of the song is kinda Star Warsy!
put yourself in my rocketpack if that poochie is one outrageous dude
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
yeah that was quick... no big rooms to run through. Lupus is in fact already on board, and better yet the Rith Essa landing animation is very short. I kind of wanted the full music in Spawnship to play, but I guess I'm too fast for that. but I finally noticed that planets are distored from not being in widescreen... meh. Rith Essa is probably going to be half running everywhere and shooting stuff. there's a lot of ground to cover, and a lot of enemies to kill. so it may be good. heck, a lot of the music in this game sounds Star Wars-ish.
Homepage ☣ Retired
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Rith Essa. StarWars music ripoff! meh kind of level. short, some monsters to shoot. However, in certain sections I'm saving up ammo for Eschebone, which is why I did some of the things I did. Enjoy! Eschebone will take me a while to do. It's LARGE, there's tons of shit I need to shoot, plus the boss will take a very long time. and very soon I'm moving back into the dorms at the university, so that'll definetly interrupt my TAS flow as I move in.
Homepage ☣ Retired
Joined: 3/16/2006
Posts: 289
Wow. You're progress on this has been surprisingly fast! Waiting on AVI to comment.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Shadow Byrn wrote:
Wow. You're progress on this has been surprisingly fast! Waiting on AVI to comment.
Yes; unfortunately progress is going to slow down some when I head back to college. I'm *supposed* to not TAS at all, but in reality I'm going to TAS *less*. however, it's going to feel like the game really starts to drag on once everyone gets the upgrades and I have to go back and fetch all the tribals. And DehackEd isn't going to make an AVI until I kick Mizar's ass with Lupus, which won't happen until I beat Eschebone, the two mantis bosses, and Lupus's Mizar's Palace level. This is definetly one of the easier to play N64 TASes; all you have to do is have the right settings, delete the .fla if watching from the beginning; but you don't need to worry about the .fla at all if you make a savestate. Speaking of which: twofold. 1) zdk1, can you upload some more maps? it's going to be very important in Eschebone because I don't want to get lost, and I want to know what/where all ammo boxes are because there's shitloads of enemies in this stage. 2) is it possible to somehow navigate through the tunnels in Mizar's Palace without the night vision goggles?
Homepage ☣ Retired
Player (206)
Joined: 5/29/2004
Posts: 5712
I don't think the doors to the dark tunnels will even open unless you turn the goggles on. I never really understood that...
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 12/17/2006
Posts: 16
Location: New, Jersey
whee, finals week was fun times. Its intercession now so I'll get the rest of the maps up soon.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
yay! thanks. good thing for me Spawnship and Rith Essa were short levels, or else I'd have to go back and forth between Marsmallow's vid and mupen every 10 seconds. I don't mean to be nitpicky, but... is it possible to upload every map left, and previous maps all in their entirety? as soon as I finish Eschebone and Mizar Palace, it's time for Tribal fetch quest, and I'm going to need every map of every area. sorry to ask so much from you; you've done a great job with the maps so far.
Homepage ☣ Retired
Joined: 12/17/2006
Posts: 16
Location: New, Jersey
yeah, I'll get the parts of maps I skipped before. Next update should have most of everything. The other's were piecemeal since I was doing them between final assignments and traveling. It's no problem, especially since I have no classes at all this week. EDIT: Eschebone is up. everything else should be up in an hour or two.
Joined: 12/17/2006
Posts: 16
Location: New, Jersey
apologize for double post but I wasn't sure if you saw the edit. spawnship, rith essa, and eschebone are up now. The small worlds, and the parts I skipped will be up shortly.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
if people have been wondering, Eschebone is going very, very slowly. I'm inside the slug thing and I have to use zdk1's maps to plan out what ammo to use in each room, which is painstaking. I also have to watch marshmallow's run of it to memorize each room and the order he does it in. that, coupled with the massive boss fight at the end (and a few other projects *looks at signature) means it will take some time before another wip comes out. but hey, at least I found a major sequence break, which for those who know how solidly JFG was designed should enjoy.
Homepage ☣ Retired
Joined: 6/12/2006
Posts: 368
I'd rather see mario kart get finished rather than this since I'm not a big fan of this game but it's your choice :)
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Mario Kart 64 will be finished before this regardless, so no worries there mate.
Homepage ☣ Retired
Joined: 3/16/2006
Posts: 289
Hmmm, big sequence break huh? I think I might know, but I'm going to hold off guessing until I actually see it.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
since JFG is stalled and I won't be touching it for a very long time, I thought I'd at least show everyone the Eschebone sequence break. Crisper .WMV .m64 (fast forward to Eschebone)
Homepage ☣ Retired
Joined: 3/16/2006
Posts: 289
HOLY COW! Okay, that was cool. I am now really looking forward to seeing the rest of this.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
After much thinking, I've decided that in the way future when I get back to working on this (it is every intention of me to have this game completed, it makes for a very entertaining 2 player TAS in my opinion), I am restarting from the beginning of Vela's levels. My reasons for doing so is that there is a lot of missed shots, obvious mistakes, and many missed entertainment opportunities that I could have taken, and a general amount of imprecision. I can do better. This is of course in light of the fact that Mario kart 64 has taught me so much about creating perfection in the TASes I do. For some strange reason, the Juno stages do not look like as much room for improvement as do the later worlds, which conflicts with my personal habit of improving as time goes on. So I'm not back to working on this yet, but when I do, I'll be way back in Sekhmet. I hope you all can understand my reasoning for such a decision. Edit: Change that to starting all the way from the very beginning. I found a frame saver when going through each doorway that loads to a new room, plus I've thought of more ways to improve in the early stages. So except a completely fresh v2. Once, you know, all the other stuff I have to finish gets done first.
Homepage ☣ Retired
Post subject: fire tri rockets faster! also, grab the AVI of the WIP
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Hey all you Lupus lovers! For the longest time I thought it had to be possible to make other weapons besides the plasma shotgun and Floyd's laser fire at faster than normal speeds. I always kept note that switching weapons happens incredibly quickly, and always thought that it might be possible to fire off some weapons faster than normal by using fast switching. And it's possible! check this out! Run, little bugs, run! Juno has a machine gun Tri Rocket Launcher now! What now, beeeeeetches! youuuuuuutube Yeah. Fast. I think this rate of fire is 2x faster than normal. There's 13 frames in between each normal tri rocket fired, and 5 frames in between each rocket fired with this method. When I go for 15 rockets in a row, I'm pretty sure I lagged the game up, which is why the rate of fire doesn't seem that fast. But this is firing about every 4-5 frames, in a 40 FPS game. I also wasn't using rerecording, just with timing. Which is: Z to fire wait 4 frames, then press A press B and Z on the same frame Wait 4 frames Press A Press B and Z on the same frame Repeat There may be some faster variant, I didn't test. This should take bosses down real fast. I also think it will be immensely helpful in removing those nasty minions of Mizar. What do you think? Edit: Here's the power of the plasma pistol Also, if anyone missed the .AVI of my old WIP: DeHackEd is good
Homepage ☣ Retired
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Wow. You could do some serious damage with that!
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
That's the thinking. It'd be useful against bosses, against multiple enemies, you name it. I have scadloads of other improvements in mind as well. Curse that projected 4ish hour long movie time that always gets in the way of me working on this... That and other projects. Sigh.
Homepage ☣ Retired
Joined: 10/9/2004
Posts: 18
Comicalflop: I'm happy to see you've made such tremendous progress on your run. I haven't watched any of the videos you've posted because I always like to be wowed by the final product but I've read a lot and it seems you're really taking it apart. And it's always nice to see someone who appreciates seeing lines of drones dismembered and their appendages spread far and wide. It's cool that my run is so useful for you but I hope you don't miss anything because you're relying on my dated work. After all, I didn't dedicate a year+ to it like you have.
David "marshmallow" Gibbons
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I, well, haven't exactly been making progress on this to be honest. I got as far as Eschebone last February, then started over from scratch, made a little bit of progress in Goldwood, and haven't made any new progress since then except for finding the weapon switch trick. I'm really glad you're excited about this run (your speedrun serves as a solid route for me, but I still come up with massive improvements as to be expected) and I was thinking roughly 1 hour or more in-game time can be saved over your speedrun, but putting as much effort into a movie like this, with the amount of optimization I have planned, for a 4+ hour movie, would be insane. It would take me over a year to accomplish; and I'm already wrapping up a different 1-year project (and have other runs planned after that.) Hopefully I will be able to work on this again (hopefully with a co-author) and complete it, but it is such a mammoth task. Due to how long the end product will take, and how different it will be from my previous work, I highly recommend you go ahead and check out the AVI WIP that DeHackEd made of my progress up until Eschebone (on the las page). I think you'd be floored from your seat.
Homepage ☣ Retired
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Well since your done with Mischief Makers, I guess you can focus more on Jet Force Gemini now, right?
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
If only I could. Sigh. Still gots way more projects to do.
Homepage ☣ Retired
1 2
8 9 10