Reacties
North Brabant, NetherlandsBee_Holder8 years ago

Has anyone tested yet whether or not freezing system time has any effect on RNG?

North Brabant, NetherlandsBee_Holder8 years ago

@Onin While you're completely right. This would allow us to make a seperate seeded run. A run without RNG that would depend 100% on player skill and item choice. It would also be interesting to run just to see how items really interact with speed.

Also, if we somehow had a version that allowed us to 'always' get a good spawn point that would mean that we have 0 reason to fail a run, without resets we could theoretically sign up for the GDQ events (they do run indie games done quick) Since it's nearly impossible to go there when your run is 20 minute resets and 10 min running.

Edit: Like I said recompiling a decompiled script through this program would require significant coding and Game maker skills.

North Brabant, NetherlandsBee_Holder8 years ago

So now the question is: Does consistancy and more items matter more than the orbs? I very much doubt it. Orb travel time is relevant only in the beginning since you can jump closer to the corner. the time is really neglectible. The gold difference every stage is 100-200g at most and can go as far down as 40g if you use shrines. The only possible increase could be Alien hive cluster since it often has no shrines. But with the choice tubes you should still use most of the gold you earn.

North Brabant, NetherlandsBee_Holder8 years ago

Well, the death glitch using the chest should be allowed though.

North Brabant, NetherlandsBee_Holder8 years ago

1.2.2 is made with Game Maker studio which can't be decompiled sadly enough. earlier versions could be decompiled with a simple script (pre 1.2) to find out about possible bugs. but the game maker version was completely re-made so I doubt you'll find much.

Even if you managed to decompile the code (this for example: https://github.com/Vicellaneous/GameMaker-Studio-Decompiler ) It would be extremely hard to re-compile it since decompilers aren't exactly accurate.

If you do manage to decompile and recompile it somehow. I suggest removing the dark caverns.

anyway. you can use that script by opening a CMD inside of the gamemaker .exe and then running decompile riskofrainwhatever.exe I believe. I'm not exactly sure if it would work. But that's what google came up with for me.

There was also a guy on SDA forums who had the source code and offered to help people find bugs. But that was ages ago and I don't think anyone asked him. Also if you find the source code I'm quite versed in a few scripting languaged and could possibly help out.

North Brabant, NetherlandsBee_Holder8 years ago

I'd imagine that we'd want to beat this without Shrine reset glitches. I imagine it's possible for sure. But if that's the road we're going on there should be a no glitch low%. Just to show off :)

North Brabant, NetherlandsBee_Holder8 years ago

Hi! I'm actually rather interested in low%, since low% should be one of the 'least' RNG riddled runs because of the lack of Item finding and such.

Has anyone ever attempted low%? Can it be done? What class do you imagine is best for it?

Assuming that classes are allowed (Save for the 'base' class) I'd imagine that Sniper would be best. Unless we count Merc in the old versions that would allow wall glitching.

Are there any other notable skips or bugs that would help a low% Run? What time saves can we apply without picking up items?

North Brabant, NetherlandsBee_Holder8 years ago

Wallet is also not used for lategame perse. It just solidifies your run. If you take into consideration that without wallet you might only get 1 or 2 tries on a shrine and with wallet you can proc it 3-4 times that's not only a net gain in items. But also in fireworks rockets and chances to gain your 'core' items

The lord knows how often I have taken too long on the boss fight because I couldn't get enough rockets after having to burn 5 green items on Hopoo + Jetpack. Now that I run early wallet almost every shrine gets broken. The Fireworks helps me clear greatly and I am almost guaranteed to get a usuable item (Especially if none dropped untill the final level, you really need some gold to open those small chests and get your key before 60 seconds on timer)

Ofcourse if you're confident that you'll get enough items to finish out a run without the wallet, you can just get hopoo. But if you spend your money efficiently you won't lose much time during the counter (often I spend all but 20-50 gold) and you'll have more big chests.

Tomorrow I'll try to see how much extra time 200 gold would actually add to the XP timer in the end. But I assume the 100% Guarantee of having a good run as long as you don't get incredibly bad timers could outweigh some stuff.

ATOMICNUT vinden dit leuk
North Brabant, NetherlandsBee_Holder8 years ago

Using only 1 Turbine I managed to proc it on both worms in stage 2. They both instantly died both in pre-9 min proc and a medium difficulty proc.

I think this is a bigger time save on worms. Since you need to hit both worms which is inefficient as a whole.

Providence part 1 has been 0 problem for me in my latest runs. I have picked up a Wallet early that allows me to take a rather ridiculous amount of items into lategame. I can often proc any shrine I see 2-3 times. It's rare for me to actually go into the next level with more than 100g so I don't lose time on that.

In my latest PB (9.20) I managed to get 5 + speed. A sacrificial knife, Hopoo + Jetpack, Crit items. Two turbines, 5 Rockets, wolf mask and a guardians heart (From a random shrine) and a ton of use items.

I'm not sure if Wallet is a time loss or save. But I found that it adds a TON of consistancy to my runs. If I get it from the first boss I can more often than not proc any chests on the map and most imp shrines etc. multiple times. Increasing the chance or getting a Amythist (The thing most 'runs' break on early.)

ANYWAY

I had 2 turbines for my PB. This gave me 2 procs. One on Providence and one on worms. Since more isn't needed whatsoever I'd suggest that after those 2 LT's you stack pure single-target damage as usual. Since that'll save you time on phase 1.

But seriously. The wallet is incredible and has been very good in my runs. Does anyone have opinions on it? I can't be the only one :P

North Brabant, NetherlandsBee_Holder8 years ago

I'm looking to get into speedrunning this game. A few people are using the emulated version according to the leaderboards. What Emulator should I use, and what version of the game?

BBoppers vinden dit leuk
North Brabant, NetherlandsBee_Holder8 years ago

Do you guys end you final time after pressing the final teleporter in Providence room or after the screen turns black? I've been timing when the screen turns black. It's only a second difference. But I'd love to know for sure.

North Brabant, NetherlandsBee_Holder8 years ago

I found that in 99% of my runs Stage 2 providence (worms) is extremely slow. I've been thinking of a few ways to increase worm speed. The worms exist of multiple parts, and as such I imagine it'd be possible to use AOE in your build to deal with them.

I've seen Onin use Tesla coil to melee them and do 'massive' damage. I've been thinking of using an Ukulele, I also wonder how viable it would be to use a Laser turbine. The laser turbine charges up and does 2000% damage to the entire screen. Theoretically It would be possible to charge it and one-shot the worms with one tap of the weapon. This timing is very hard though.

I also wonder how viable it would be to take an Ukulele. It bounces to 4 nearby targets for 33% damage each. which would mean that you'd get 132% damage for every time it bounces. It's like a Long range tesla coil.

North Brabant, NetherlandsBee_Holder8 years ago

Yup! After not holding right you get it a lot. If you make sure you're in the centre of the room (as close to centre as possible) you should get it 9/10 times.

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