Forum posts

Forum: Carrion

Thread: Air wiggling

Started by: SkuttieSkuttie

Thanks, I've helped route a lot of games.

Also you can load checkpoint as soon as the game saves "Saving" this includes breaking through hub doors and the flash back sequences. This'll help save a good chunk of time too.

 

Forum: Carrion

Thread: Air wiggling

Started by: SkuttieSkuttie

lets you skip the stagger animation during falls, so if falling down is faster than descending ladders normally this makes it faster. Just wiggle until you hit the ground

Jam3sJam3s and TrZ46TrZ46 like this. 

Forum: Carrion

Thread: Laser vent skip (Relith HQ)

Started by: SkuttieSkuttie

Video quality's not great but enough speed and using the charge attack lets you skip doing the laser puzzle here.

Jam3sJam3s and TrZ46TrZ46 like this. 

Forum: Chex Quest HD

Thread: New Category? NewGame Vs NewGame+

Started by: Urge2EatWaFFLeSUrge2EatWaFFLeS

It sounds good yeah, as long as you make sure to back up your new game+ save it shouldn't be such a problem too to be able to do both.

 

Forum: Doom 64

Thread: Request: Separate N64 and 2020 Port

Started by: KaosWulfKaosWulf

The 2020 port is vastly different from the n64 version, some tricks work and some don't, it even works differently than the unofficial PC port so it should be its own board or category.

VawnVawn likes this. 

Forum: Resident Evil 2 (2019)

Thread: split 60/120 board, yes or no?

Started by: [Deleted user]

yes

RatslulRatslul likes this. 

Forum: Enter the Gungeon

Thread: Since Supply Drop adds a boss to boss rush I'm resetting the board

Started by: SkuttieSkuttie

That'll make it more relevant/not as dead I hope.

bloodwhalebloodwhale and OJSNOJSN like this. 

Forum: Enter the Gungeon

Thread: I made a speedrunning discord.

Started by: SkuttieSkuttie

Oh whoops, check it now?

 

Forum: Enter the Gungeon

Thread: I made a speedrunning discord.

Started by: SkuttieSkuttie

I think I did anyway it's not something I've messed around with too much and if someone else wants to make one later go for it.

https://discord.gg/v5TEMv9

 

Forum: Enter the Gungeon

Thread: Patch 1.1

Started by: SkuttieSkuttie

Just to be clear, this is NOT the Supply Drop Update! We're hard at work on that update (particularly pasts at the moment) and it will be released as soon as it's ready!

In the meantime, we've built up quite a list of bug fixes and quality-of-life improvements that we're releasing today ahead of the content update. These have been on the public beta branch for a while now, but some critical bugs caused by an engine update have kept us from releasing this to everyone; with all of these issues now resolved or worked around, we're ready for the release of 1.0.10! As always, if you see any issues please post on the Steam support forums or email us directly at bugreports@dodgeroll.com.

Patch notes below:

Major
Upgraded Unity (game engine) and Wwise (sound engine) in an effort to increase compatibility
Improved VRAM usage (should prevent some crash bugs)
Include C++ Redistributable DLLs to fix a "stuck at black screen" issue some users experienced when launching the game
Gungeon will now default to DirectX 11 if available

Improvements
Added a more reliable way to encounter Brother Albern and his Lies
Brother Albern's chest can no longer spawn as a Mimic or have a fuse
Flying players can now access the maintenance room (for unlocking shortcuts)
Revamped the Duct Tape item; the item now must be activated twice to be used (once on each gun to combine), and the UI properly reflects taped guns' status
Improved the Yari's damage output to bosses
You can now quick reload with the Cog of Battle by simply clicking the "Fire" button
Corpses will no longer vanish on low quality settings if the player has the Melted Rock
Players can no longer take fire damage while in a conversation
Improved the Big Boy item
Greatly improved the Flame Hand
The Gunboots' shots will no longer be blocked by orbitals
Added a failsafe to the Gun That Can Kill The Past--if mouse clicks are not registering, it can now be fired by holding the interact key.
Forge Hammers and the Ammoconda's turrets are now affected by the Aged Bell
The iBomb Companion App should now destroy all enemy exploding projectiles when activated
Flipping tables near barrels will no longer destroy the barrel (this was especially annoying for the water barrel on the first floor)
Made bouncing bullets more consistent; all bullets that reflect off walls should have a consistent visual trail, which disappears when no bounces remain
Pressing Left Alt no longer makes the game blurry (... lol)
Bouncing/spawning projectiles that hit player orbitals will no longer bounce/explode (this was causing some unfair damage)
The Bullet Bore can now kill Lead Maidens
Gave the RC rockets a very small delay before tracking to reduce rocket overlap
Button presses that close the pause menu are no longer registered in game as well (which could cause players to accidentally purchase shop items, etc.)
Secret characters can now use the shrine in the first room
Blasphemy is now affected by more passives (Scattershot, Double Vision)
The Owl will no longer attempt to blank the player's bullets
The Owl's blanks will no longer destroy special projectiles (boomerang, chaff grenade, etc)
Added the Gungeon font to the game in a way that makes it more accessible to modders
Rainbow chests can no longer be mimics
The Ring of Chest Friendship now ¤actually¤ increases the chances of a chest appearing (previously it only increased the chance of a room clear reward appearing)

Bug Fixes
Fixed a memory leak caused by using the slow motion gun select menu frequently
Fixed the bug where killing a Blobulon could result in the current room unsealing even though two Blobuloids were spawning (FINALLY! Thanks everyone for the videos of this issue, they were extremely helpful!)
Fixed multiple situations where chests could drop items into pits
Fixed a bug where killing Mimics in hallways could cause all kinds of strange behavior
Fixed a bug which was preventing the Enraging Photo and Battery Bullets from dropping once unlocked
Fixed the Zilla Shotgun's ammo usage
Fixed a crash during dungeon generation caused by the Sense of Direction
Fixed a bug which could cause secondary merchants to have fewer (or no) items for sale
Fixed an issue where the secret characters had 1 less i-frame during their dodge roll
Fixed a bug where falling into a pit with the Super Hot Watch resulted in a very long delay
Fixed an issue where followers wouldn't shoot mimics if they left their initial room
Fixed an issue that could prevent players from saving
Fixed several issues caused by certain items combined with the Polaris
The Metronome is no longer broken by gun swaps in Blessed Gun runs
Fixed an issue where the Gun Cultists had several unintended i-frames
Fixed a bug where picking up the Bloodied Scarf while dodgerolling would break the game
Fixed several issues with the <REDACTED> fight (final final final boss)
Phase 1/2: Fixed a freeze caused by having a dead player in co-op
Phase 2: Fixed a freeze caused by falling into the pit during the transition
Phase 3: Fixed a bug where the boss could hit players with a seemingly invisible bullet
Phase 3: Fixed a bug where the circular attack could be entirely removed with a few small explosions
Fixed a bug where dying in the mine cart with a gun soul caused control issues
Fixed (another) issue where players could become stuck while talking to the dying cop
Fixed a visual issue with jammed bullets while using Fast Scaling mode
Fixed a bug caused by blowing up the mirror chest
Fixed an audio bug caused by chests with fuses
Fixed several bugs involving the transition to the second secret level
Fixed a UI bug where picking and dropping guns with infinite ammo would cause the ammo count to drift to the left
Fixed an issue where the Lost Adventurer dialogue could be interrupted in co-op
Fixed a bug caused by spamming the Use key with the Air Strike item
Fixed an issue where the Revolvenant's arm bullets could be stuck in an attack
Fixed a bug where the Kill Pillars could be killed from outside the boss room with certain weapons
Fixed a bug where minecarts would move forever if the enemy in them was killed by being frozen
Fixed misleading UI when resetting the save progress for Slot D
Fixed a bug where Mimics would drop double loot when pushed into a pit
Fixed a strange issue where using an ice weapon with Exploding Bullets would cause all future explosions to freeze
Fixed a UI bug caused by items that increase the player's ammo capacity
Fixed a bug where teleporters could spawn outside of room bounds
Fixed an issue where the Frifle hunt achievement would unlock one step early
Fixed a bug where getting the Mimic Tooth Necklace could cause visual glitches on chests that have already been destroyed
Fixed an issue where RPG missiles would travel directly through a certain secret wall on the first floor
Fixed a minor visual bug in the Sorceress's room
Fixed a bug which could prevent Mimic's from animating (while still hidden)
Fixed a bug that prevent the Treadnaught from dropping money like other bosses
Fixed an issue where the DraGun's rocket attack could damage the player ¤during¤ his phase transition
Fixed an issue where the Magic Lamp would only affect the Ammoconda if he was hit in the head
Players can no longer teleport to teleporters that are not visible in the minimap
Fixed a bug where changing the in-game language then discarding those change could result in a language/font mismatch
Gunsling King can no longer require you to clear a room with "Spice"
Going to the final area in the Forge with the fullscreen map up no longer locks the map on screen
Fixed a memory crash caused by using the Microtransaction Gun with a large amount of currency (a.k.a. our accidental cheat prevention bug :D)
Fixed an issue where pausing the game while holding down the trigger to fire the Gun That Can Kill The Past would result in a soft lock
Fixed a bug where using alternate blank layouts didn't work in the Pilot's past

bloodwhalebloodwhale likes this. 

Forum: Enter the Gungeon

Thread: the obvious question

Started by: SpleenSpleen

1.10 is out! Not the supply update but still a good bit of changes.

 

Forum: Enter the Gungeon

Thread: the obvious question

Started by: SpleenSpleen

Current version is 1.0.9 not 1.0.8 I changed it on the game page but it looks like the runs didn't autoupdate.

 

Forum: Enter the Gungeon

Thread: the obvious question

Started by: SpleenSpleen

That is a better idea, let's go with patch numbers.

 

Forum: Enter the Gungeon

Thread: the obvious question

Started by: SpleenSpleen

100+ new rooms and items, we wiped for less so why not wipe now.

 

Forum: Speedrunning

Thread: Giga Girl is a neat Mega Man clone that just came out a few days ago.

Started by: SkuttieSkuttie

Thank you, request sent. Hopefully I've drummed up some interest for this game so we can get more routing and stuff done.

 

Forum: Speedrunning

Thread: Giga Girl is a neat Mega Man clone that just came out a few days ago.

Started by: SkuttieSkuttie

I bought it, messed around with it, came up with a route and did a run. Runs are a bit over 30 minutes right now but if you could get minimal deaths it could be sub 30. I don't know why the store page says March but here it is. http://store.steampowered.com/app/474620/

I also did a run here

There's a really barebones route in the youtube description.

 

Forum: Enter the Gungeon

Thread: Co-Op Category?

Started by: cawatoonscawatoons

It would be interesting to see a co op run at the very least.

 

Forum: Enter the Gungeon

Thread: Rule question about custom commands

Started by: TappyTappy

Oh things like that, probably best not to use those yeah.

 

Forum: Enter the Gungeon

Thread: Rule question about custom commands

Started by: TappyTappy

Probably not. Do you have any exapmles of what you had in mind?

 

Forum: Enter the Gungeon

Thread: IGT quick restart bug

Started by: TappyTappy

Been known for a while but thanks for the reminder for any new people that show up.