Green Flag to start the TAS Video! Use your eyes to watch the TAS Video! (Turn on Turbo Mode for a really quick win!)
=== TAS INFO === Total Frames: 2624 Game Accuracy: 98%~ - Script ordering may be slightly different for the AIs - Some wait actions may occur one frame earlier / later TAS Syncing: 100% === DESCRIPTION === Well. I am suddenly in a TAS hyperfixation! And I make my debut by showcasing this new TAS Engine I have been working on which has RNG Syncing! === GAME EXPLANATION === This game is a short FNAF styled Monke Game fangame where you attempt to fix the forcefield generator whilst 3 monkes are actively trying to kill you You repair the generators by putting your mouse over the systems in the middle, you win when it's fully repaired to 100% But this isn't always easy to achieve, three monkes are trying to kill you, and you must try to survive against them whilst completing your objective This is made even scarier with Hard Mode, where all monkes are much faster and harder to deal with. And I admit, despite being the creator of this game, I never actually beaten Hard Mode legitimately :p === ENGINE EXPLANATION === The engine I made takes a lot of inspiration from the Griffpatch TAS Engines, more specifically the Scratchnapped Adventures one I made. It makes use of a "Game Loop" and the ability to pause a project using it. This can be used to create a Frame Advance system! Fix the Forcefield Generator does not use a Game Loop, so I had to recode the entire game to make it use one. Thankfully, this game is very basic and I only spent around 4-5 hours creating this project! Though it may be slightly inaccurate to the original project (See TAS INFO) For Saving: I just used Turbo Mode to quickly go through the TAS and have the video stop right when it needs to. Thankfully, the TAS is 100% synced, so I can get away with this really crappy system! For RNG Syncing: What I did was that I pre-generate a huge list of random numbers, and whenever the game wants to get one, I index from the list and return the chosen value back, then I increment the index. My idea is that this would be accurate to how Scratch would generate RNG, whilst still also being completely in-sync for each playthrough === TAS VIDEO EXPLANATION === (If you are very confused about how this game works, check out the original!) The entire game revolves around repairing the generators, which is done by putting your mouse over the trigger that does so. You repair 1% of power every 0.8 seconds, but because of how it's coded, you can move your mouse freely whereever you want, as long as you put it back on the trigger right when that 0.8 second timer finishes Using this trick, I can spend most of my time making sure Green Monke doesn't progress at all (He will slowly progress unless you have your mouse over him). I never even got to see his other phases when he does progress too far! Pink Monke is also another character that gets completely invalidated (She shows up whenever your mouse is not hovered over the generators. She will attack the generators which looses health, you can counter her by shining your light directly at her). Whenever she is about to spawn, if your cursor is at the generators after 0.2 seconds has elapsed, she will immediately despawn and go back to hiding, preventing her attack altogether! The only character that I couldn't really counter here is Yellow Monke (He shows up in the vents, and you have to shine your flashlight at him so that he goes away). He stays longer than the 0.8 second repair timer, so everytime he spawns, I have to reset my repair timer to deal with him This TAS is definitely not perfect. - The generator HP starts at a random value between 3-9 (Mine started at 6) - Yellow Monke has a 20% chance to fake a vent opening and summon Pink Monke instead I could've spent time finding the right seed (or just edit the RANDOM list). But I didn't want to put that much effort into this showcase