مواضيع
Århus, Denmarkpr0te1 month ago

Hi!

I thought a thread where people can discuss the categories and their rules would be nice to have. I've added Any% and 100% with difficulty just as a note. The reason for this is because you can change it dynamically, and it could potentially be used strategically within a run, if it turns out to save time somewhere (not that I expect that it will). Also, having the leaderboard split up into too many categories and subcategories is not so ideal if the community is small and doesn't have a lot of runs. If people would like to have the difficulties as separate subcategories, then please let's discuss it here, and we can add it. :)

I winged the 100% category a lot because I haven't completed 100% myself and most likely won't, so if you know more about what should be the criteria for that, then please do let us know here!

Some tricks in Any% are very hard and perhaps someone would like a glitchless category or a "No major skips" category. If so, shoot a message here. :)

Århus, Denmarkpr0te8 months ago

Hey guys, and especially @Jitaenow @apoxa @plush @Pluka (anyone reading is welcome of course!)

I just wanted to let you know that things are happening with the new game, and I'd like to invite you all to follow along and join the early playtesting, if you want. We just released a brand new demo on Steam that we're going to showcase at Gamescom next week, but we're inviting a couple of people to try it out early as well (you included.) It has a set of single-player levels and co-op levels, with an in-game time attack leaderboard.

Would love to see you on the Discord, so feel very free to join!

Discord

https://discord.gg/6XJanv9H99

Steam page

https://store.steampowered.com/app/2459890/Bobls/

Jitaenow المعجبون بهذا
Århus, Denmarkpr0te9 months ago

Hey friends!

Developer here... I thought you few legends should be among the first to know. This year and a bit of last year, we've been working a lot on a new game, with the same title. When I say "we" I mean myself and one other developer. We've received funding and signed with a local publisher, which allows us to work full-time on the game. Now, I don't suspect any of you might be going to Gamescom next month, but if you are, we'll be there showcasing the game in the Indie Arena Booth. It's an early demo which will be made available online afterwards.

In terms of planned release and such, we're definitely on the other side of new years. I'm hoping for Q2. As for the contents of the game, it will feature:

  • A full single-player story campaign (don't worry - no heavy story, this game is about gameplay) with multiple worlds/themes
  • A full, but probably slightly shorter, two-player co-op campaign (co-op is insanely fun!)
  • An online universe, much like Mario Maker, with an in-game user friendly level editor, and online level sharing and discovery (endless mode, daily challenge, and much more)

I will keep you guys updated in regards to playtesting, which we will be needing soon and probably again in the future.

I can't stress enough how much it has meant to me over the years, that you've picked up the game and showed interest in it. Even if it was for a short period of time. It has stuck with me and provided much needed motivation over the years. It's a huge part of the reason why a full game is being developed now.

Have a great day, Yours truly! :-)

PS: The game is actually on Steam right now with some super early footage, screenshots and descriptions. It's mostly a placeholder page because we needed to have one.

Pluka المعجبون بهذا
Århus, Denmarkpr0te1 year ago

Just a heads-up for anyone stumbling upon this game. There's now a full auto splitter available in LiveSplit. Just select this game when editing/making your splits and activate the auto splitter. :-)

Enjoy running!

  • pr0te
Århus, Denmarkpr0te1 year ago

Hey mods. Could you maybe add an "All Levels" category that doesn't allow the level skip glitch?

Århus, Denmarkpr0te4 years ago

Just wanted to let anyone who comes across this game know, that I've got a green light from Fatzke to put up a Bobls-station at ESA Summer 2020. The game will be playable on-site with a flipchart next to it, so people can keep track of their PBs. I will be arranging some kind of prizes for top 3 or anyone below 2:45 or something challenging like that. There might be some Bobls tshirts! :)

plush و Jitaenow تُحب هذا
Århus, Denmarkpr0te6 years ago

This post is coming in quite late, but I thought I'd let people know as new blood has been coming to this game!

I found all this stuff well over a year ago but never documented it, as it didn't lead to anything, but I guess it's still some kind of hope towards actually skipping the one crime scene we have to solve in any%.

When going to the scissors after the mine section, we can instead use the elevator to go up some way, then clip out of it (using the same method as when we clip to the mine) and fall out behind the player clip next to the elevator shaft. From here, we can (this is tricky af) move all the way along the edge of the playable field. At some point, there's a player clip that I haven't been able to get past. It's also very easy to fall out of the level at any point doing all this, so it took a lot of trial and error to get to "the end". Remember, every time you fall out of the level, you have to quit and reload the checkpoint, and do it all again.

My hopes was that this would somehow allow us to either get around the player clip blocking the river passage, and then somehow getting back inbounds, or simply activating a checkpoint, then quit/loading to get back inside the level.

Now, if this sparks some interest in any of you, please know, that this will take up A LOT of your time to investigate, and I'm 95% sure there is nothing to be found here. I do grind shit like this myself, so I think it should be grinded to death so that we know with 100% certainty, that we cannot skip that crime scene. I should also note, that with how long it takes to navigate the terrain outside of the player clip, this might not even save any time if we get the skip.

Just thought I'd share with everyone!

Århus, Denmarkpr0te6 years ago

It eliminates all risks of softlocking, which helps keeping down the salt levels.

Århus, Denmarkpr0te8 years ago

I decided to change the timing because of some (myself included) had an unfair advantage with quicker loading times in the beginning. We now time when Paul Prospero says "DOOR" in the sentence "as easy as knocking on his DOOR". It's easy to always start the timer there, and it's right before you gain control. I fixed all the times on the leaderboards to fit this new timing, so the new times are now fair! :)

  • pr0te
Århus, Denmarkpr0te8 years ago

I've found that this method works everytime if done exactly the same way. At least I'm 90% sure I'd say. Still haven't figured out how to get the last jump to grab the trees consistently. NOTE: This is basically Deryls strat, I'm just aiming to make his strat 100% consistent or close.

First off a video and then a breakdown:

Step 1: Walk directly into the corner. Step 2: Press triangle and aim directly at this place (can be tricky before you get a hang): http://i.imgur.com/Es7CMdT.png Step 3: Press triangle again and quickly start moving into the acute angle. Step 4: Right before Harry jumps, press pause and keep pause/unpausing with X and START right after each other, until you see Harry bowing down slightly. Step 5: Hold down+right with either dpad or analog (I use analog) and press unpause and quickly pause very shortly after. Step 6: Hold right, make sure "continue" is selected and press X and START with one frame in between (almost at the same time, but X first.) Step 7: This is tricky with your fingers: Hold right again AND R2 on the same time and then do the one frame unpause with X and START as in the previous step. (You're basically inputting precise inputs on two frames) Step 8: If you now just hold right again and unpause, you should get rapid jumps, and this is how far I've come so far.

I do sometimes get more rapid jumps than in the video, but I think that has to do with either me aiming SLIGHTLY different, or the amount of down+right (step 5) frames are two many/few. Anyway, just wanted to share what I've found so we can all help to find that beloved consistent fire seed skip that we're aaallll dreamin' 'bout every night!

  • pr0te/Tore
slendbed, TheRedhotbr, و PurpleSun تُحب هذا
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تاريخ الانضمام
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