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Cornwall, EnglandGlitch_Me_Up4 years ago

Apologies for taking so longer to verify the run. I’ll be checking back here more regularly if you, or anyone else, submits a run of this game. Congratulations on third place too, great run!

Cornwall, EnglandGlitch_Me_Up4 years ago

Is there a chance of making a discord group for speedrun discussion of the game? I preordered this just to speedrun it and I’m making my way through now looking for exploits. Would be great to have social media to share it on. If not anyone can hit me up feel free Glitch_Me_Up#8977 :)

Cornwall, EnglandGlitch_Me_Up5 years ago

Just discovered this oob ledge in the Playground playhouse. If we can make it up onto the final rock and onto the roof, this could be further time saved. If I find anything, I’ll report it in this thread. Keep your eyes peeled for now, or test some ideas out for yourself.

Cornwall, EnglandGlitch_Me_Up5 years ago

So following on from the previous thread, I ran the game and got a 19:33 which when removing loads is faster than Flower’s run.

Here’s the link to that

Not sure exactly where to submit it though. It was far from perfect but I developed a way to do the Playhouse skip with the reduced launches, implemented the 2 clip method into Forrested and got an early open gate in Playground. I’ve also memorised the cycles of the lights in the finale and use a slightly modified version of the finale clip to decrease the trajectory to the finish saving about a second.

I’m sure Flower or whomever will be able to use these to beat the current 3.0 Any% pretty quickly, so good luck to all the runners out there!

Cornwall, EnglandGlitch_Me_Up5 years ago

Just hopped on to do some testing and found out the seesaw in Playground has been ‘fixed’. This means that when you have the two owl and spade on there, you can no longer run and climb, losing valuable time.

There is a piece of tech I discovered while playing around with this wherein you can repeatedly do the climb animation on the seesaw, delaying the player’s interactions with the object. If you do it enough in fact, the seesaw object will glitch out and be stuck one end up permanently, without interacting with the player wherever you stand on it. Even in this state however, the climb onto the tower is not possible, the animation trigger has been removed entirely.

I’m not quite sure when the animation trigger returns and will test and update below, but this definitely means we will need console times to be split into 3.0 and 3.1, or assuming it’s the same on PC 3.1, a new catagory combining them. If I find any way around this or other changes, I will update accordingly.

Cornwall, EnglandGlitch_Me_Up5 years ago

Hello all,

Seeing as Flower just got an amazing 31:12 100%, I've been inspired to talk about the potential left in this game. I spent many hours glitch and skip hunting and after finding the odd optimisation and the playhouse skip, I moved on to other projects. I fully intend to return some day but if the community is alive, I may as well let you all know about some things I found that were never implemented, in case anyone wishes to test or implement them themselves.

Birthday - We can get out and explore the whole house aside the basement and the washing room. the house doesn't load in its entirety so there is an area where you can fall underneath. I believe there to be a trigger for Home where the gold pipe would be, underneath the house. Some more promising results I had were clipping through the bedroom door and almost pushing myself into the washing room. From there, you can lean clip on the drying rack to drop through, which seems viable.

An alternative would be to clip a pillow through the door before you clip yourself through. I've had some luck getting most of a pillow through with leaning and launching to upset the polys but never all the way through, it's worth looking into further though.

Another thing that is never implemented is picking up teddy with no animation after the train. It's possible on console, untested on PC. As far as I can tell you have to pick him up in the first few frames it's possible to do so, and it think he's still in his previous animation so the action is instant.

Home - Home is fairly optimised as is, but here I will talk about the playhouse as it's where it's first featured. The playhouse skip in Home is quick and reliable, but when approached in the two other levels, barriers and walls block your way.

At the end of playground, a solid wall blocks your entry from the normal skip entrance. You can take the block you use to jump up with with you and you will find there's also a ceiling that's impassible. The trigger for the next level doesn't mean you having to enter the room however, you can hit the level trigger from underneath like we do in Wooded House. There is a small ledge you can climb on underneath the trigger room but it's finicky and impossible to clip through. An option might be to find a lean clip on an invisible barrier but I'm yet to test that.

The best option right now is looking like going left around the house instead of right. You can get up on some rocks under the fence to the left and carry the launch block with you, onto a pipe and then up to the corner of the house. The two options then are trying to get on the roof or find a path/clip around the side. I have not achieved either personally but both seem very viable.

When arriving back at the playhouse after Forested House, we encounter a similar problem to the previous level here. There is a window here however and that shows some promise of a launch into it being possible. There is also a ledge on the right side of the room that extends out to near where the pipe is. After launching off of that there is some collision nearby and it may be possible to land on a branch or invisible barrier and then fall down into the pipe and thus trigger. I have also extensively tested the idea of holding an item while falling and trying to launch back up off of it, but that seems either impossible or negligible in effect.

Playground - There are several weak spots in playground that may or may not lead to something. I've often had the suspicion that if one were to get oob and onto the roof of the tunnel they might hit the trigger for the bridge checkpoint simply due to the height. By the roundabout in the tunnel is a set of rocks that are climbable, but very difficult to get very far with. I'm quite sure that just beyond them you would be able to lean clip out or walk through the rock. Another thing is that you can in fact launch over the roundabout with a building block from the start. Not sure if it would have any effect on the game state or the time saved though.

Before the slide, you can jump on the roots used as a guard rail using a block to launch yourself. You can then fall down and pause buffer until the game sets your checkpoint to the bottom, then reload from checkpoint. It saves the whole slide animation time but you have to carry a block there and then reload. It may be that there is a ledge we could catch half way down and not need to pause buffer, it takes a long time to test though and my patience wore thin attempting this.

If these strats do become viable then we could substitute the missed owl at the roundabout for the block we use to launch past it, when we arrive at the seesaw. The weight of it and the spade should be fine to get up.

If we manage to keep the block going up the tower, you can launch over some of the smaller walls at the end by the memory, and into the golden pipe skipping the animation. It's not much but a few seconds is a few seconds.

Forested House - Not much to be said here, other than a consistent set up for the chair clips might be in want. There are some far flung theories of mine about getting on the roof of the FH area but it's a tall launch and when I have launched, often the roof is solid. It may be worth testing corners and painting areas where collision tends to be faulty, the vase in the spawn room gives a good launch.

As a side note, when in the library you can clip through the rocks on the ends of the river. It's just missed collision but it may be useful and failing that, it's a pretty funny glaring error.

I tested the whole outside of the library for a faster clip and most of the ground out there has no collision, but it may still be plausible to clip before the air vent, I wouldn't rule it out.

Into The Closet - The beginning of this level is well optimised, although theoretically using the doors inside the pit we could launch up to the checkpoint faster. If you manage to carry the shoebox (?) we launch off down on top of the doors in the pit, it may be viable to just get high enough to hit the checkpoint and then reload from the menu. Most of the cupboard doors and cupboards themselves are explorable here and have collision but the roof is definitely solid and there seems to be no faster way.

Moving on from that, the lamp/ladder area is buggy as heck. If you move straight forward from the grandfather clock and dont turn left, the alcove in front of you has no collision past a certain point. It's possible to climb on top of the cupboards in the walls from the outside of the level, using a shoebox to launch again. From there, if you managed to get another one with you, you would be able to get on the roof and get to the memory earlier that we currently can, I predict. I could not however manage to get any entity on top of an oob cupboard without dying myself, so if it's possible, it's hard.

Finale - There may be a faster clip possible at the end. The one we use is good but it takes a few seconds to set up, however if you clip outside right where the chair is, you can land on a ledge. This ledge can take you a certain way close to the ending hallway but may not be viable as it drops off at one point. I haven't been able to use it to finish but I wouldn't rule that out either tbh.

So, thank you for reading, if you have any questions about testing theories or you have ideas of your own, I'd love to hear them. If you read all of that, thank you for reading all of that lol. I'm sure this game can and will get broken further and I look forward to a bright and interesting future with this speed game.

96baconbits इसे पसंद करता है
Cornwall, EnglandGlitch_Me_Up5 years ago

Hey guys, was just watching Wally’s Any% run and I see he has a LiveSplit/XSplit type setup, is this a PC port or some clever screen capture to PC stuff?

If possible, I assume PC would be much easier as the mobile version needs me to recalibrate the motion sensor every 3-4 levels, wasting time. I realise all the messages on this forum and most of the runs here are older but I’m interested in running and if I could get a reply that would be awesome. Thanks in advance!

Cornwall, EnglandGlitch_Me_Up6 years ago

All runners are formally invited to join the de Blob Series Speedrunning Discord server for discussion of routes, skips and all other potential and current strategies used within DB2!

The more the merrier, there’s lots to be discovered and we’ve the best chance of doing that as a team. Let’s break this game!

https://discord.gg/A3VRcnf

Cornwall, EnglandGlitch_Me_Up6 years ago

I’d love to see loads removed, I’m happy with my console record but it feels dwarfed by the PCs because the loads are slower.

I’d just love to be up on that leaderboard with the PC runners, without the need to buy a PC to compare, regardless of the fact that any PC I could afford wouldn’t be as fast as the top runners and would load slower anyway.

I understand if you want to keep things the way they are, but ver 2.0 and console are the same run with different loads so I don’t see how it would be a bad choice, if anything it’d tidy up the catagories.

Anyway, thanks for your consideration, shout out to Flo for the amazing 16:17, can’t wait to see it lowered and I’ll be making an any% guide for console/ver 2.0 soon for any new runners.

Cornwall, EnglandGlitch_Me_Up6 years ago

Hey guys, I’m getting this climb animation bug at the first gold pipe in home every single run: is there any way to avoid this? It persists if I start a new game, and I have to close the app to clear it.

Any advice is appreciated, thank you!

Cornwall, EnglandGlitch_Me_Up6 years ago

Hello Tech/Other runners, this game is free with PlayStation Plus beginning 6th February and there will probably be a small influx of runners, including myself.

As this this game's current runs are timed RTA, is there a difference in the loading times on console vs PC? and if so, is it consistent enough to time out with a simple subtraction at the end of a run? Or would we have to decide on either keeping RTA and disadvantaging the consoles, or manually timing out loads to keep it fair but time consuming?

I'm looking forward to running this game regardless, It's gorgeous and has a great story and sweet skips to learn. Let me know either way, GLHF running. :)

Cornwall, EnglandGlitch_Me_Up6 years ago

Hello Vicento.

Me and OmniferousSwan would love to help moderate this game's speedruns. We have both started to run this game and will be doing so into the future. I'm active very often here on Speedrun.com, and will be available to help moderate the forum and any runs that are submitted. If a moderator submits a run, this way it can be timed and checked by another moderator to make sure all runs are fair. Thank you for your time, I hope to hear back from you soon.

Glitch

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