keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Stage 1-2: Link to video Collecting the left coin offscreen in the second screen of this stage and not die was harder than expected. Indeed characters are pushed by the scrolling when offscreen, and I needed the time to get down to get the coin validated before the scrolling goes too far on the right which kills the character. Geysers are annoying. I had to wait on the second to last screen because the geyser cycle was bad and I couldn't jump on any of them.
Zarmakuizz
He/Him
Joined: 10/12/2013
Posts: 279
Location: France
That looks very promising, really nice!
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Stage 1-3 Link to video Lums were harder to collect this time. Many lums are collected offscreen before the characters die. Lums balancing between characters is not very good :(
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Stage 1-4 Link to video lums were not a problem this time, but I could not help Rayman to collect a lot of lums.
Active player (466)
Joined: 3/30/2012
Posts: 405
Is there a difference between any of the characters? Maybe if one character is low on lums, you could push that character to the front so maybe it could balance out better, assuming there is no difference. I assume Player 1 starts out in the front so that would probably lose time. Otherwise, this TAS is looking really great so far. Very entertaining.
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
FitterSpace wrote:
Is there a difference between any of the characters?
Yes, there are several differences. The one that matters here is that Rayman cannot suicide itself by pressing A, as opposed to the other characters. A level transition is triggered when all characters either enter the door or are dead. Because of this, Rayman usually enters the doors because the others characters can suicide themselves rapidly.
Active player (466)
Joined: 3/30/2012
Posts: 405
keylie wrote:
FitterSpace wrote:
Is there a difference between any of the characters?
Yes, there are several differences. The one that matters here is that Rayman cannot suicide itself by pressing A, as opposed to the other characters. A level transition is triggered when all characters either enter the door or are dead. Because of this, Rayman usually enters the doors because the others characters can suicide themselves rapidly.
oh that's really interesting. I didn't know that. That makes complete sense now.
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Stage 1-5 Link to video - I used a door transition skip between the second and third screens which saves about 3 seconds. Just hold down during the transition. - On the next screen, I found a skip by going over the level with Rayman and jumping oob. I ground pound at the specific place, and before he gets killed (which happens when you are inside walls), I place another character in bubble next to him, and he was able to get inbounds somehow. This saves a screen transition and about 5 seconds. - The problem with this skip is that I get short on lums, so I need to collect almost all lums in the first and second screens, and all coins. Also I could not collect many lums in the third screen because it would lower the scrolling and kill Rayman.
Tompa
Any
Editor, Expert player (2216)
Joined: 8/15/2005
Posts: 1942
Location: Mullsjö, Sweden
I'm amazed at how fast you pop these out. Isn't it harder to optimise? As it looks like it should be tricky at times. Still, each level has been wonderful so far.
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
It takes me about 15-20 hours for each level. The way I work is that for each screen I make Rayman go as fast as possible to the end with the help of the other characters. Then I collect as much lums as possible during the free time. If I get enough lums that way regarding my route planning, then it doesn't take much time to do. If not, this is when it becomes much harder, balancing time and lums. Don't forget that I can enter inputs for controllers separately. This is what makes this TAS possible in a reasonably amount of time. I wouldn't work on it otherwise. I can also modify inputs for previous screens (getting more lums if I'm short of) and it won't affect future screens as long as I don't modify the screen length. I use this a lot to get the exact amount of lums, to skip a animation at the end.
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Stage 2-1: Link to video lums hunting was hard in this level because I skipped a chest, I lost a few frames here and there to grab extra lums. There is a glitch in this level: if you free the fairy on the first possible frame, then you cannot access to the next screen. The game scrolls the camera backward to the place where the fairy was saved, and not to the next screen, which kills all your characters. Thus I waited one frame before freeing the fairy.
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Stage 2-2 Link to video For the coin of the third part, I had to take advantage of offscreen characters getting pushed toward the inscreen. I managed to get over the wall, then used a ground pound offscreen, which resulted in a tilted ground pound to grab the coin without being killed.
Editor, Skilled player (1824)
Joined: 8/25/2013
Posts: 1200
Looking good!
effort on the first draft means less effort on any draft thereafter - some loser
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Stage 3-1: Link to video - Water is hard to optimize - Ice is very convenient, as you don't loose speed due to friction, so it is easy to keep several characters at the head - Small size status change a few things in the gameplay, and the worst thing is that kicking someone to project him at high speed does not work. Also, the coop boost as known in Rayman legends (climbing on top of someone, kicking, then jumping to instantly get cap speed) does not work either. So we rely on spin attack, which is also slower when small. EDIT: Link to video Link to video Link to video EDIT 2: Link to video Link to video
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Finally, the last stage of the game. It was hard for me to gather motivation to do the autoscroller section. Anyway, the TAS is not over yet, I will try to hexedit playarounds during loading screens. Link to video
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
Joined: 10/12/2011
Posts: 6444
Location: The land down under.
I love you. coughs I mean amazing job... yeah... Question: What's was the significance of the pause buff? Also, please playaround the credits. I love how Rayman was worthless at the end.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Spikestuff wrote:
Question: What's was the significance of the pause buff?
Forgot to explain that indeed. It's a rope glitch. If you pause when holding left or right on a rope, you will continue swinging on the left/right during the pause but without undergoing the effect of gravity, wind, obstacles, etc. When unpause, the game updates your position. This allows me to move right against the wind and pass through a wall, as well as avoid a trigger that moves down saws from above.
Spikestuff wrote:
Also, please playaround the credits.
Ahah, no way. I already have 50 playaround screens to work on. That is more than enough to fill everything I can think of.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4037
Good luck on motivation for the edits! It'll be nice to see this on the Workbench soon.
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
Joined: 10/12/2011
Posts: 6444
Location: The land down under.
keylie wrote:
Spikestuff wrote:
Also, please playaround the credits.
Ahah, no way. I already have 50 playaround screens to work on. That is more than enough to fill everything I can think of.
I mean all you have to do is literally attempt to not show a single name. :3
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Active player (274)
Joined: 2/1/2014
Posts: 928
Spikestuff wrote:
keylie wrote:
Spikestuff wrote:
Also, please playaround the credits.
Ahah, no way. I already have 50 playaround screens to work on. That is more than enough to fill everything I can think of.
I mean all you have to do is literally attempt to not show a single name. :3
Do it. PLEASE
keylie
He/Him
Editor, Emulator Coder, Expert player (2843)
Joined: 3/17/2013
Posts: 392
Spikestuff wrote:
I mean all you have to do is literally attempt to not show a single name. :3
You mean the names in the credits, right? Unfortunately, this is not 100%, so we don't have access to the credits, only the empty foreground.