Posts for brunovalads

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Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
WhiteHat94 wrote:
Super Hard Bouncer, new homebrew single screen platformer. Sort of port of their GB game (which already has a TAS)
Yea I got stuck and demotivated with the TAS after we found improvements. I wish to properly finish that one and start this NES and the Genesis version, which coincidentally I found about yesterday.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Wow thanks very much! Unfortunately my spare time drastically decreased this last year due running my company, I didn't accomplished much in my TASing and research projects, but it was a relief finishing this Super Painter run. Thanks for the nominations and votes, and thanks Alyosha for the frame polishing. I have sooo many homebrews in my TASing backlog, I should get back to them!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Wow I'm very impressed you took your time to carve more frames in this game, thanks @Alyosha! Those pesky levels with tight tunnels were a pain, I tried my best finding the best routes for them.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Hey! We're still working on it, slowly but with progress. Sorry for this long delay.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Alyosha wrote:
https://tasvideos.org/UserFiles/Info/638490759514684900 I was going to console verify this but I found a couple improvements in the latter levels. Maybe there are still some other improvements out there that can be found before I make a new submission.
Wow nice routes! As mentioned in the submission text, the main mechanics of the game make it quite hard to fully analyze a single level. My tasproj file reached 116 branches for this reason, that's almost 5 per level (the peak was 10 iterations for level 15 alone). I would love seeing more improvements, including this one you made for levels 18 and 22.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
I will never step on tree roots again...
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
KiwiCracker wrote:
After playing around a bit, it appears that unused items get carried to the next level. Taking the item from level 3 and using it in level 6 saves some great time. I used your input up to level 3 and and with an unoptimized continuation until level 6, it came out 255 frames faster!
Wow clever idea, never thought I could do that!
KiwiCracker wrote:
Do you want to team up like the first time and look for further improvements?
Absolutely! Let's rule the bouncing ball kingdom! I ask for a delay then, while me and KiwiCracker work on this powerup exploit
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
CoolHandMike wrote:
Why did you decide to go with the 1.1 version which looks slower?
Well, it's a fresh new homebrew, I thought it was better showing the most recent iteration. But if everyone prefers the 1.0 run (I do too), I can change it. MovieRules says:
Older versions of a game are allowed in order to exploit a glitch patched out in later versions.
But also says:
[...] as long as that version is easily available for verification.
Currently the 1.0 version is not available in the game's page, but I could contact the developer to see if they can provide it.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Wow, wasn't expecting this specific portal to my teen years. Nice run!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Nice run! The excruciating amount of lag and the nonsensical physics make it a tough watch, but i'm glad someone finally TASed this game.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
What an amazing feat! I'm glad we could all hear the clown honking too.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
brunovalads wrote:
WhiteHat94 wrote:
Little Sisyphus, an awesome new homebrew, a physics based platformer.
Count on me for this one, it looks AMAZING, definitely an interesting TASing challenge.
Ok I got excited and now there's a very decent Lua script for Little Sisyphus:
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
WhiteHat94 wrote:
Little Sisyphus, an awesome new homebrew, a physics based platformer.
Count on me for this one, it looks AMAZING, definitely an interesting TASing challenge.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
WhiteHat94 wrote:
Santa Claus Junior, Christmas themed platformer.
Great looking game, I'll definitely TAS it for next year Christmas!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Nice run! Movement seems very optmized. Would be nice finding a way to preserve the greater speed from hooks and slopes.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Petition to change the name of this game to Damage Booster. Congratulations to the teams, specially Team 4! I miss joining DTC...
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Patashu wrote:
It might be interesting to do a TAS on 1.3 as well
Yea I'm curious on how it would look. Unfotunately, my scarce free time tells me to just move on. This TAS was actually a side project to procrastinate other side project that was procrastinating three other main projects ¯\_(ツ)_/¯
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Nice frame!!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
I took the initiative to open this issue.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Agedude wrote:
The entire 100 levels TAS is
a piece of art, all the routes are so unpredictable, it's really a blast watching it!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
tom_mai78101 wrote:
Has it been reported on Github?
Nope, mind opening one?
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
I have to exact same issue in my Yoshi's Island utility script, my workaround was forcing frameadvance between each drawing to force it to "wait" a little, it's definitely a picturebox bug.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
I'm completely mesmerized by these bomb-stairs, this run is great! Yes Bomberman!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
w-what did i just watch..? yes
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Experienced Forum User, Published Author, Player (186)
Joined: 4/7/2015
Posts: 334
Location: Porto Alegre, RS, Brazil
Oh yes! This game is cute, and the telepawt is a very nice feature that was really enjoyable watching it being exploited.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
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