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Evil can you help me improve Act 1 slightly? I'm so close to making this cycle. gmv
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It will be a very hard challenge, because you really optimized it very well
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Evil_3D wrote:
It will be a very hard challenge, because you really optimized it very well
Thank you :) That's kinda why I need your help. It does look doable though. We only need to save about 15 9 frames (I recommend getting less than 2:29 to be safe). I was able to test this by going into Act 2 without getting the signpost monitors. EDIT: I can't even save any frames from the freaking signpost. What the hell did I do to this level O.o
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*Evil to the rescue* Good news, I saved 26 frames up to 0:32.30 in the level analyzing the first loop rolls of the characters, fortunately switching places (Sonic above and Tails in the loop) saved 31 frames first, but I lost 5 adjusting the position in the platform under the 6 floating rings. I have adjusted the position and the pixels until 32:30 to see if you can resynchronize it, because in the rest of the level I did not find anything, even I analyze it frame by frame http://dehacked.2y.net/microstorage.php/info/1884803138/Evil_3D-TheYogWog-kaan55-S3K-ST-ringattack.gmv It's amazing how a insignificant route change can save half a second.
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You are a lifesaver thank you. That should be more than enough frames. I might even make it onto the platform without rolling. Kinda sad that the glitched running is gone though. I can't sync it. Subpixel values are way off. It should be pretty easy to redo though so don't worry about it too much. Thanks for trying anyways. Besides I found a small improvement immediately after where you left off and see potential for a few more.
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here's HCZ1... again. I managed to improve it by a few seconds so now it'll be even more difficult to improve lol. I'm gonna need some platform manipulation because I saved a bit too much time. gmv
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Good job, but before do the manipulation check if the second room of the pipes will got a good sync , because I lost time here too. And I think you uploaded the wrong .gmv, I see the old HCZ1 v2 that got 2:29 and has less rerecords than my post-improvement
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Whoops. No idea how that happened. Here's the correct gmv. The 2nd platform? It appears that you didn't miss it by much and I think I see enough improvements to make it. Just manipulate the first one to where we make it on the first possible frame and I'll see what I can do. upd: I just found a potentially useful zip that could really help with this. upd2: I just did a quick test. We can make it to the second platform with plenty of time to spare. Now all we need to do is manipulate the position of the first platform. Can you please do that for me? gmv
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This is going to be such an epic TAS. The amount of effort, dedication, and skill that's going into this is incredible. Hasn't it been about a year since you first began working on this, Evil_3D? What did you guys ultimately decide about the rings in AIZ2? I think it was 327 before, now 335? So you opted to collect max possible, risk entertainment? That's what I would have done/recommended. Just saying. Personally I didn't find the 335 video boring at all, on the contrary I found it more entertaining that you went out of the way to get the extras. But yeah sure, I'm biased because Sonic 3K is afterall my favorite game. None the less keep up the great work, Evil_3D & Kaan55!
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I agree with TheYogWog. :)
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kaan55 wrote:
upd2: I just did a quick test. We can make it to the second platform with plenty of time to spare. Now all we need to do is manipulate the position of the first platform. Can you please do that for me?
Here you have: http://dehacked.2y.net/microstorage.php/info/1412421076/Evil_3D-TheYogWog-kaan55-S3K-ST-ringattack.gmv With a buble bounce at the end of the previous act I wasted 111 frames to get a good sync with the pipe, and improved 1 frame the IGT of the next act.
TheYogWog wrote:
This is going to be such an epic TAS. The amount of effort, dedication, and skill that's going into this is incredible. Hasn't it been about a year since you first began working on this, Evil_3D? What did you guys ultimately decide about the rings in AIZ2? I think it was 327 before, now 335? So you opted to collect max possible, risk entertainment? That's what I would have done/recommended. Just saying. Personally I didn't find the 335 video boring at all, on the contrary I found it more entertaining that you went out of the way to get the extras. But yeah sure, I'm biased because Sonic 3K is afterall my favorite game. None the less keep up the great work, Evil_3D & Kaan55!
Oh boy, glad to see you are alive I feared the worst :P Yeah, actually 1 year + some weeks working on that : this was the first wip or test run without counting your test runs, but they were a good base to start this. And about AIZ2, this level is there definitely on my black list, is increible how much this level delayed the project, with the countless of improvements found here. But I'm glad that my personal slave kaan55 help me with this.
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The thing I love about AIZ2 is how many times you perform extremely hard and nearly-impossible tunnel tricks like jumping in without loosing speed, reversing inside the tunnel. Casual players and TASers who never played Sonic have no idea how deadly tricky it is, and you perform it many times in a row, it gives me crazy amount of satisfaction =D Because I usually give up when I have to perform it once, just once :)
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TheYogWog wrote:
This is going to be such an epic TAS. The amount of effort, dedication, and skill that's going into this is incredible.
Hey YogWog. Long time no see. With the amount of work that already went into the run I want to make sure it's a damn good one.
Evil_3D wrote:
With a buble bounce at the end of the previous act I wasted 111 frames to get a good sync with the pipe, and improved 1 frame the IGT of the next act.
Thank you Evil. I finally get to tas Act 2 now yay. Considering how simplistic it looks I might be able to finish it this weekend. Be glad you weren't the one who tased AIZ2. I'm so sick of tasing that level now. I had to take a short break from this run after I finished it because it kinda burned me out. I'm glad it was more entertaining than we thought it would be though.
Evil_3D wrote:
But I'm glad that my personal slave kaan55 help me with this.
I'm happy to help. However that is strikethrough slightly concerning :p
WST wrote:
The thing I love about AIZ2 is how many times you perform extremely hard and nearly-impossible tunnel tricks like jumping in without loosing speed, reversing inside the tunnel. Casual players and TASers who never played Sonic have no idea how deadly tricky it is, and you perform it many times in a row, it gives me crazy amount of satisfaction =D Because I usually give up when I have to perform it once, just once :)
Don't forget about the double tunnel jump. I'm glad you found it to be satisfying :) I found most of those tricks to be easy to perform and forgot they were actually difficult. Purposefully getting stopped in the in the first tunnel was kinda tricky but I found the right inputs for those almost immediately so it wasn't too bad. The hardest one was going backwards through the 2nd tunnel without losing any speed because of that spring. I had to look for the right position to spindash from to do it viably.
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Here's the first half of HCZ2. Does this look okay to you? gmv
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Looking neat terrarian, I love the unexpected zips and don't seeing pipes stopping the ring slaughter of Sonic and Tails :P But one question: At frame 39075, is not faster for Sonic fall directly on the slope instead of getting stopped with the slide?
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Evil_3D wrote:
But one question: At frame 39075, is not faster for Sonic fall directly on the slope instead of getting stopped with the slide?
Compared to everything I tried beforehand no. But I did find a much faster and better looking alternative with the bubble shield which saved 39 frames.
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Here's HCZ2. It was fun to tas and looks amazing. Possibly more amazing than Act 1. gmv I added in the inputs for the rest of the run. MGZ2 desync'd at the very end because Tails for some reason missed the capsule. I'm happy the level itself didn't desync though.
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Looking amazing, I never expected you will saved 30 seconds! About the resync, is possible the movie desync with lag differences, ACTs 2 loading 1 frame before/after, LBZ flamethrowers, MHZ 2 wind, and LRZ1 boss.
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To be honest, guys, I'm not sure I deserve to have my name in the title anymore. It's all you two. Would I be grateful it was? Yes, absolutely. Do I feel I ought to get anything more than an honorable mention in the credits? Like I said, I'm not sure. In the end, it doesn't really matter. On a tangentially related note, I'd encourage you both, if you're at all able, to stream & commentate your recording processes. I'd watch! I could see a YT channel growing tremendously, from that alone. It would be a new & unique kind of content. This is something I wished to do, and would have done, but for a variety of reasons, couldn't & didn't. Anyway, again, best of luck on this project.
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TheYogWog wrote:
To be honest, guys, I'm not sure I deserve to have my name in the title anymore. It's all you two. Would I be grateful it was? Yes, absolutely. Do I feel I ought to get anything more than an honorable mention in the credits? Like I said, I'm not sure. In the end, it doesn't really matter.
Are you sure about this? I mean, if this projects is a tree you are the roots that made it possible for this tree to grow, beyond that there is no input from you in the movie I think If you had not done your testruns around 2015 I would never be interested in this project, consequently kaan would had no interest in the TASes and never joined here (I think). Even you helped me with some route planing and ring grabs of you personal research the last year wich helped this project so much. Don't feel bad because you feel you didn't contribute anything here, because it's not like that, you are even the founder of the project. There are many people who have helped in the movie too who will have their respective thanks in the end, between people supporting this, and WST, HHS, marzo, answering technical questions about the levels, even marzo allowed me to use some of their input in HPZ of his any% TAS. Having said that, I asked again, are you sure?
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Aw, such kind words, Evil_3D. If you wish to name me, I would be honored!
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That was beautiful Evil. @TheYouWog, you were the one who introduced the concept of tool assisted ring attacks which I personally think is contribution enough. Evil is right. I wouldn't have taken an interest in tasing if this project didn't exist. It allowed me to get really creative with the game and usually isn't tedious *cough*angelisland2*cough* to tas. You're also the reason I've taken an interest in doing my next project (the Sonic 1 ring attack) after this one is finished. Besides you were very helpful in the beginning back when me and Evil (to a lesser extent) weren't very experienced with this. As for streaming while I'm recording a tas. It is something to consider and I might do it in the future.
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New HCZ 2 encode Link to video Glitchless LBZ testrun as Sonic Link to video I don't know if avoid the elevator frame rule is ok, maybe I will add in the future since is not a very game breaking glitch.
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Nice job on the glitchless run. Are you planning on make a full run out of this? I wouldn't suggest jumping out of the teacup early during the Knuckles cutscene because it makes you float in midair in an unnatural manner. Also I should warn you that resyncing the ring attack will take me quite a bit longer than it did last time. I kinda have a busy week ahead me and I may not have a good opportunity to work on it until the weekend.
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kaan55 wrote:
Nice job on the glitchless run. Are you planning on make a full run out of this?
Yes, probably I will start to work with Sonic alone, Knuckles or even Tails (most probably with Sonic) because I'm a little exhaust with 2 players.
kaan55 wrote:
I wouldn't suggest jumping out of the teacup early during the Knuckles cutscene because it makes you float in midair in an unnatural manner.
There are some minor errors in the game wich can be confused with heavy glitches. In a glitchless run we need to ban the most heavy breaking game glitches as: Horizontal Underflow Zips Slope glitch / Switch gravity glitch / Carry glitch Screen warp Wheel glitch (CNZ) Don't abuse of the sky boundary error ( you can skip big portions of some level with this) Don't clip surfaces (Stair clips and glide clip as Knux) For me take advantage of frame rules, luck manipulation and little tricks to save time it's ok as long as they respect the rules above.
kaan55 wrote:
Also I should warn you that resyncing the ring attack will take me quite a bit longer than it did last time. I kinda have a busy week ahead me and I may not have a good opportunity to work on it until the weekend.
You will finish it eventually, don't worry about that.
You can see more TASes on my youtube channel