Posts for adelikat

adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Very nice.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I couldn't disagree more with the suggestions to do another game. Redo oot. The best way to learn how to TAS is to redo the same game several times and attempt to keep improving it. Use the frame counter. Take a room or small segment and find a definite end point (like the black screen of a fade out) and write down the frame. Then redo the level until you succeed in doing it faster (even if by only 1 frame). Make a savestate but then redo it again. If you were doing it at full speed, then cut down to say 70% and try again, then an even lower speed, and so on. Try different strategies and see which one is fastest. Most of my published TASes are not my first version of the game. By improving your previous work, you learn so much more about the game, and about how to make a good TAS.
It's hard to look this good. My TAS projects
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
here is the new and final wip. It plays through half the game (worlds 1-3). My goal for this version was sub40. Well I already surpassed that and then some. 6909 frames ahead at the beginning of world 4. The major highlight of this is the boss fight of 3-4 which I completely skip! The level exit is obcured by a wooden block. I managed to glitch through that block and end the level right away. There are numerous other new shortcuts as well as a lot more apparent precision. Another notable mentions are 2-3. I get the ball up on a wall to high to throw up to by slapping that blue guy in the head with it. By timing it right, he jumps as it hits his horn and makes the ball fly way up into the air and lands on the platform. This saves numerous seconds since I don't have to activate the switch. And I can more quickly skip the hand-wall. Anyway, enjoy.
It's hard to look this good. My TAS projects
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I agree with Fabian's point. We need to decide which one is better. The "suboptimal" play of this submission was less unentertaining than the 40 extra minutes of cutscenes, unnessary routes (now that we know they can be skipped), and of course some suboptimal playing. This is why I vote yes and think it should obolete the published movie. As far as TASvideos image, I think keeping Guano's movie looks worse. The bar is higher these days. Sub2hrs / big time saving glitches are expected. See a movie that is well over 40 minutes slower than what an oot fan would expect looks like we are "behind". At least this submission shows the major improvements and just needs to minor things fixed. RE: fabian & warp Slippery slop may be not be the best term. Subjective might work better. Nearly all submissions are improvable/suboptimal, I can't reject everyone of them. The problem is I(We) must decide how much improvability is acceptable. This is a "gray"/subjective debate. Also, people complain about the mushroom incident but may I remind you the author has told us that you must do it twice for the trick or whatever to work.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This is certainly a cool game and good for TASing. But it should be optimized more before it is publish-worthy.
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Post subject: Re: Feature request: AVI splitting to 2GB segments
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yes, this needs to be implemented. The avi splitting is a standard feature of NES, GENS, and VBA. It shouldn't be too hard for a coder to add in. Compressing the audio would be nice too and would be nice to add in on other emulators as well.
It's hard to look this good. My TAS projects
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Much better this time around. It wasn't as "laggy" and looked a lot more precise. I vote yes. It still doesn't run so well on the N64. If the PC (or maybe PS?) version every became TASable, I'd like to see it obsolete this one.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This is a masterful piece of work. It is literally what a good TAS should be striving for. There is so much happening here. Evening the simplist run and shoot events are happening in the context of constant jumping, subpixel management, lag management, and extreme luck manipulation. My favorite level was the 3rd one. It was a massive slaughter. Carnage everyhwere. And of course gas cansiter drops falling constantly. This gets a 10 in entertainment for me.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
DK64_MASTER wrote:
Yes, I agree. Taking a behemoth of a TAS with so many glitches, and precise inputs is definintely no easy task. For the most part, you executed the main glitches very well, and just some of the movements needed optimization. This is very good for your first task, and I hope to see more of your work in other games. This movie should definitely obsolete the current published movie, because that one was highly unoptimized, and we accepted it because the community was demanding an OOT TAS. Also, 1 year ago, our standards weren't as rigid as they are today. So let me clarify: I'm voting meh on the "were you entertained part" and yes on "should this movie be published." Contrary to popular belief, despite being related, these two aspects can be very different.
I agree with all of this. I voted yes btw.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Magnificent improvement. It is a shame this game has so many auto-scrollers. The non-scrolling levels are amazing. The scrolling levels are pretty good. I like how you handled the scrollers though. Obvious yes vote.
It's hard to look this good. My TAS projects
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Wow, I didn't think there was much to improve compared to the previous movie. On the surface it seems very simple but apparently it has a lot more TAS depth than meets the eye. Entertainment-wise my biggest complaint is the slowness of the character. So more speed shoes is a big plus :P Yes vote.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yes, someone please add XDSP to FCEU .16. Actually, somone please add....anything to FCEU. At this point it has a number of bugs and tweaks needed. Please a host of new tools and options.
It's hard to look this good. My TAS projects
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I enjoyed watching this TAS a lot. I'm impressed. Easy yes vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Well, I have begun my version 3. Here is a WIP of the first world. I am 1399 frames ahead of my published movie. Much thanks to L-Spiro and his MHS tool. I have found the x/y level position coordinates which have helped greatly. The biggest improvement comes from using the speed potion in level 3. Both the speed potion and beach ball allow glover to get ahead of the camera. If your angle vs the camera angle is right glover can get ridiculous speed. Much more so than if the camera is allowed to follow glover. I don't know if this is intentional or I am exploiting a bug in the game. But the results are extreme. I am able to make a jump that would normally be no where near possible. The speed potion made up for the 20 seconds or so it took to get it and ended up saving about 800 frames by the end of the level. Also, glover can get a big height boost if he bounces the ball into the corner of a floor at the right angle. I am using that to make larger/time-saving jumps. Also, it turns out that on a flat surface, turboing the B button to dribble the ball is NOT the fastest mode of travel. It actually fails by a few frame to letting the ball bounce and only pressing b to avoid going into "glover rolling the ball" animation. Also, I think the better precision really shows in this movie. Much more entertaining that the published move :) Comments and improvement ideas are much appreciated. Also, if anyone familar with this game knows about any hidden speed potions, please let me know. I don't know the game and will probably only find them by dumb luck. FAQ's for this game aren't very helpful either.
It's hard to look this good. My TAS projects
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This is the most entertaining kirby movie I have seen. It is also the only one of a reasonable movie length. Easy yes vote. EDIT: oh, and the mini-game during the credits = pwnage. Major style points for including it.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Phil wrote:
Time for you to get an humbling experience too.
Rude. Also, This seems like a nice improvement, though I don't like this or the previous movie. It doesn't entertain me to see maxed out characters beat a boss quickly. Of course maxed out characters can do this easily, in any RPG.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
MUCH nicer ending. You have my yes vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I agree with Truncated. I change my yes vote to a no vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I like the idea behind the ending but it is too long to be enjoyable. Change it and you have my yes vote. I also want to see a player being used as a weapon. Perhaps throw that in on that last fight.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This movie is very good on a technical level. On par with our 2-player run, though it may have a frame or two of lag here and there. So there is no question to its publishability on that regard. However, a 1 player run of this game is a whole lot less interesting to me. And I didn't like the auto-scrolling parts of level 4. Rather than stand there, it would have been nice if you tried to find something interesting to do. I also don't see enough of a difference in strategy/gameplay between 1-player and 2-player movies to warrant it being published a long side the published movie. I vote no.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Upon closer examination, I retract my no vote. It was cast from ignorance of the differences of the different ROM versions. Watching the movie closely, I am satified with its technical quality and I am entertained by it. I change my vote to yes. Also, according to Cardboard, the intro difference between J and U is 625 frames.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I had to vote meh. It wasn't a terrible game, but not particularly interesting either. The damage boosting and a few other little things were nice. But that wasn't enough for me. The game is slow paced and too much of a "walk to the right and jump over a few enemies" type game.
It's hard to look this good. My TAS projects
adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Probably could have mentioned this some time ago. That was the description given to your movie several years ago.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Cardboard wrote:
Any reasons why this game (Or maybe this run, even) is not 2players? Seeing how it is co-op... it would probably lag... and be slower... but the bosses might be faster with the bolt-thingies, if the players get one each. More importantly, 2 players = awesomeness.
2-players would like be slower in this game. There is would be MUCH more lag. Also, player 2 would follow behind player 1 most of the time and looks like would slow him up during the levels. And there is no guarantee of improving the bosses as it is likely that there is a limit to how much damage can be dealth at one time.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
moozooh wrote:
However, the exact reason of my disappointment was your stylistic choices. Sliding got really old halfway through the movie (and it didn't really help anything, as evident from your improvement list), and post-boss actions were all the same, while Scumtron's were all different and very amusing. I can't help but give it a meh vote, sorry. :\
I felt the same way. The character never once does his running animation. I was a little upset by this. Once thing that made it nice for me was noticing that the orange ninjas (whatever those are called) are running while the main ninja is gliding. As far as the post-boss actions, I remember being less impressed by those as well. This was enough for me personally to vote meh or no initially, I can certainly understand people being opposed to this run. Especially considering the time difference is so marginal. I think xipo should redo this run. Should this be published, I will rate it a 9 entertainment and 10 tecnical. Whereas the previous movie was a 10 entertainment, 9 technical. But changing those stylistic choices would make for a 10/10. What I propose is to do traditional running for the most of the run. Use it to save time wherever that may be the case and maybe a few small spots just for fun. Use scumtron for inspiration on the post boss antics. It is very important that you don't glide in the first level. The running animation is cool and sets a nice tempo for the movie. Then later, as the running has been established, you can through in some gliding to give it some variety.
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