Joined: 4/21/2011
Posts: 91
Kyman wrote:
Hutch wrote:
Non-TAS BitDW.
Looks like a TAS to me. ;)
Loool, such a fail.... ofc I meant Non-BLJ, silly me ;)
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
I prefer runs with BLJs instead, but this wasn't bad. It's good to see something different for a change sometimes...
Joined: 7/2/2007
Posts: 3960
Well, I prefer runs with variety, and sometimes that means not using BLJs. :) Looked good to me!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 7/22/2009
Posts: 128
Location: Gatineau, Quebec, Canada
Is there a place around here that keeps track of every WR time for all stars for now? Because I watched a dozen of them + the 120 stars WIP, and I sure want to watch more if there is any!
Taming Dolphin, one frame at a time
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
This game crash was discovered back when I was making the last 16 star TAS . Has anyone ever experienced it, or know why it happens?
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Mitjitsu wrote:
This game crash was discovered back when I was making the last 16 star TAS . Has anyone ever experienced it, or know why it happens?
I remember getting this freeze while doing a 16-Star on emulator. It never happend on console, though... I thought the moment was random until i read your post.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
Only popping in to announce that yoshifan has added charts for Super Mario 64 to The Mario Center. If you like competing on this game, make sure to submit your records after reading the rules!
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Post subject: Y speed preservation (new technique OoOoOoooO)
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
I found a way to preserve Y speed in this game. It can be from a fall, or from jumping (and even lava bounces). I will post a video when I get back from my cottage, it is very interesting, although I'm not sure if it will be useful.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
1: Get a ton of Y speed. 2: Get in moat door.
ALAKTORN
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Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Kyman you're epic O_O can't wait for vid
Post subject: no kirk :(
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Kirkq wrote:
1: Get a ton of Y speed. 2: Get in moat door.
You can't get morre than -75 falling speed, unless there is something I'm missing. But you can get a ton of upwards speed. It isn't very easy to explain how it works, but you'll see what I mean when I get back. Basically you can't just build it up over time, and you can't run or it resets, but you can punch to move and it doesn't reset.
Post subject: Re: Y speed preservation (new technique OoOoOoooO)
ALAKTORN
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Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Kyman wrote:
I will post a video when I get back from my cottage
when will that be?
Kaylee
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Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
ALAKTORN wrote:
Kyman wrote:
I will post a video when I get back from my cottage
when will that be?
Here is a basic example of it :). edit: nevermind ugh 1:14 : http://www.youtube.com/watch?v=B7OiDfpXoTk
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Another interesting game freeze in BoB, video.
ALAKTORN
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Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Kyman wrote:
ALAKTORN wrote:
Kyman wrote:
I will post a video when I get back from my cottage
when will that be?
Here is a basic example of it :). edit: nevermind ugh 1:14 : http://www.youtube.com/watch?v=B7OiDfpXoTk
Eru's looks very different from yours though, what is he actually doing? it seems as if he just stands still... and nice freeze :)
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
ALAKTORN
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Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Nahoc wrote:
Freerun Complication
very complicated! I loved that stuff from 2:08 to 2:33... wtf is going on?
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
Very good freerun, I liked it, lots of funny moments, I can't even list them all.
ALAKTORN
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Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
http://www.youtube.com/watch?v=TUhEfN1Nbcg Scale The Mountain 11"50 by Eru
Editor, Skilled player (1538)
Joined: 7/9/2010
Posts: 1319
when will a new 120 stars run finished?
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
Tompa
Any
Editor, Expert player (2238)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
It's impossible to tell when it will be finished. It's done when it's done and we just have to wait.
Joined: 5/30/2011
Posts: 29
TASeditor wrote:
when will a new 120 stars run finished?
I feel the Japanese SM64 TASers are making good progress, though I've only seen a few WIPs... most of which differ in routes. Any SM64 player who keeps in touch with the Japanese TASers, (Nahoc, maybe?) might be able to tell you how much progress they've made thus far.
Player (100)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Don't expect it any time soon. With the level of precision they're aiming for it will likely take year(s) to finish, and that's if the team doesn't lose motivation, which is very common in large, ambitious TAS projects.