L+R preserves your momentum. coilshons with walls only happens in the forward direction. This works because there are only 2 times which you move backwards, sprite ejection and sliding. Since L+R preserves momentum, you can go in to a state that i call "Super sliding" as it makes you slide with out loosing momentum.
It colud be posibul use this for purposes Besides going through walls.
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Current Project: Psycho Waluigi
Project on wait list: None?
This is yet another unique property of L+R that I found while I was experimenting with L+R. There is however a downside to this the "super slide" state, and that's that you can only enter walls with L+R at a certain speed, and the L+R speed after hitting something like an arrow push block is too high for this and you'll bounce off the wall. Preserving speed from a damage boost however is slow enough not to do that though, as is the speed from the damageless method. I actually took advantage of that a couple of times in 2-1 iirc.
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Well, it's been 5 months since I last touched this run, or this game for that matter. I really don't have the motivation to continue the run, so I'm officially turning over my WIP for public use. Anyone is welcome to continue off of it, or use it as a reference for a new run. I don't actually have the most recent WIP on this computer, but I'll upload and link it once I get back to my desktop.
WIP with properly working death glitch
[Insert most recent WIP here]
As sack_bot and I have noted, this game has amazing potential through use of both wall climbing by L+R and velocity preservation by L+R. I would like to see a run of this game someday whether or not wall climbing is used (Ideally, I'd like to see both someday since a run using heavy use of wall climbing could be considered a warped run).
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In one of the levels of world 2 (can't remember which one), I use L+R to enter a wall and ended up coming out into a water area, but was still playing as if I wasn't in the water. Today, I decided to play around with this game again and found out that if you're in the water, enter a wall and come up on land, the reverse is true and you can swim anywhere until you re-enter the water, die, or end a level. This could be useful, but I haven't thoroughly tested this glitch yet, but it could potentially save time in some spots. The only problem is that you can't face backwards in mid-air, so you can't enter walls unless you're on the ground, but in most cases, with a purple eggplant you can swim over the ceilings anyways.
EDIT:
Link to video
Pardon the quality, I'm used to video editing with Camtasia, not Corel VideoStudio
EDIT 2:
I just confirmed that the spot where I demonstrate the swim in air glitch at is faster using swim in air than it is to wall climb. By my rough estimate, it saves about ~125 frames over the wall climb. I'm going to continue my testrun of level 1 to see if it is in fact faster.
EDIT 3:
Well, it appears that it is overall slower to use Swim in Air than it is to complete the level normally. If there was a convenient spot after the mountain to cancel the glitch at, it would be more useful, but it doesn't appear so.
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I bypassed this problem by TASing on a VM. This allows me to make savestates of the computer so if hourglass crashes, I could simply load the savestate to before hourglass crashed, and continue TASing.
I made a savestate on the VM once every ~500 frames while making a TAS about Onis.
Out of curiosity jlun2, what VM software are you using for your Ao Oni TAS? I've been using VirtualBox to create/use VMs, and while it does have the ability to save the VM to a state, it closes the VM afterward and will only let me continue from that point.
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Oracle VM VirtualBox. o_0
I'm using the above to use Windows XP, since for some reason, save states are more stable there.
Edit: My version of VrtualBox calls the savestates "Snapshots".
Edit 2: According to the help file, it says: Version 4.1.20 Edition
I used this XP that has been crushed down to remove everything that is unnecessary for botting playing RuneScape.
I hope this helps.
Edit: If you don't want to torrent it, please wait while I upload the .iso elsewhere.
Edit 2: Nevermind, this is taking too long. Just torrent it instead please.
So I worked on the music for this game, and am a friend of the programmer of this game. Just to let you guys know, that I find this TAS intriguing and enjoy the effort you guys have all put into making a TAS of this game possible. It's program-wise ruining, but just absolutely hilarious anyways.
Perhaps this might motivate one or more of you to continue this TAS and take it all the way!
Actually, it's mainly just you working on it. The last time I played Psycho Waluigi was when I found the swim out of water glitch. I've been meaning to watch the new WIP, but college is back in session for me, so I haven't had time to recently.
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this game runs at 50 fps. the movie runs at 60 fps meinging that there are some skipped frames. as the movie nears the 30 min mark is the dif going to be larger than, say, a second?
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Current Project: Psycho Waluigi
Project on wait list: None?
It's something that has to be done when you start the run or it will desync because of the system clock.
I did WaDF at 60fps and the game seems to be at 57.1 native; my playback was indeed ~5% faster than the game runs outside of hourglass. That's about 30 seconds off for every 10 minutes. (Thankfully I wasn't making a submission-quality run, just a test video, which I was able to slow down to compensate.) Being 10fps off seems like it would be much more noticeable while you were making it, so maybe this game doesn't work the same.
You could try what I did: pull up two instances of the game next to each other, one in your 60fps configuration in hourglass, and one outside of hourglass, and see how they relatively run. If they're operating at the same speed then at least you don't have a problem with the game playing back too fast.