So far I've only done a few TASes in BizHawk, which is pretty straightforward even for an amateur TAS maker like myself. Spirit Engine 2 on the other hand is a freeware PC game. I'm not sure if it's relevant or useful, but it says "this game was built using multimedia fusion 2" on the title screen. If anyone could point me in the right direction to go about making a TAS for it I would really appreciate it!
To be honest, I just made these for fun, and to bring the game to people's attention. And because, to my knowledge, no one else has made a TAS for it. I learned a lot from making them, but I wasn't going for perfection. If they aren't good enough to be hosted here, so be it.
I appreciate your eye for detail. I guess I couldn't tell if the auto-correct walls were faster or not because they're not consistent, I just enjoyed seeing Jazeta wiggle along the walls. But it's not only the walls, you can save frames by turning on the right frame even in an open field! Considering how many times you turn in the entire game, just polishing your turning could be a pretty big time save, but I noticed that pretty late in making this TAS, so I didn't apply it until close to the end.
You're definitely right about the damage boosting, there is a lot of room for improvement there. It's funny, in RTA the room by room dungeon combat is a slog to get to the fun boss fights. In the TAS it's the opposite, I love dissecting the room by room combat to finish close to the door, or close to the block I need to push. But I've already practiced the bosses so many times in RTA, I just copy/pasted from my first TAS or turned on "recording mode."
I could've done Dirth's Illusion in 6 cycles, (or maybe even fewer! I somehow got 11 hits on one cycle, he takes 46 hits with the steel sword). But I settled for 8 cycles because every hit you land changes the timing and placement for the rest of the fight.
- You can start the game faster than you did with your waiting (this has been mentioned already, it's worth re-mentioning however).
I like listening to the intro music, I didn't realize skipping intros and endings was expected in a TAS.
- Running towards the wall where the game corrects you is slower than doing the movement beforehand.
I was afraid that might be the case, oops.
- You need to damage abuse more as the game heals you at points on your journey, you need to do this.
However, if you take damage boosts your fire wand gets weaker.
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Right now I am making a TAS for the any% no fire wand category. I am doing lots of bomb drop manipulation and using bombs in combat, something that is pretty much impossible in RTA, so it's a lot of fun.
It's 52 seconds faster so far at the end of sea sphere, but that lead will likely be lost in the sky sphere. I'll be able to take more damage boosts since I don't need life for the fire wand, but using only the sword makes combat much slower, the puma head fight in particular will cost a lot of time, it will take 6 cycles with the steel sword instead of the 1 cycle quick kill you can do with the fire wand.