We have to get rid of the loading screen times
1 year ago
Rhône-Alpes, France

So, I used way too much energy for this but anyway. I was watching the run of the current WR holder and despite the fact that it's crazy fast, the loadings are too. So I compared the loading screens of 4 runners: Unpushplay and Hudsony9 (the top 2 on the leaderboard) Lachszunge and HellSix (the two most recent runs).

As you can see the WR loading screen time is under the others. So... I was wondering how we can time the runs the most efficiently without the loading screens. I simply took the times that are visible at each end of a level and calculated them. And if a bro dies leading to a "Mission Fail" screen I take the time between the end of the loading screen and the start of the loading screen leading to "mission fail" (I don't know if it's understandable).

Anyway, all that to say that I calculated the times of Unpushplay and Hudsony9 and what I thought was confirmed.

By only taking the "Ingame time" displayed at the end of each level Unpushplay is now 29min 02s 76 and Hudsony9: 29min 00s 84.

This is certainly because of the power of the computer of each runner which are having a longer or shorter loading screen.

I don't want to cause trouble or accuse anyone of cheating because it's not the case, but it would be fair for everyone to get rid of the loading screen times.

Edited by the author 1 year ago
NechLei likes this

Hey and thank you for your post. I completely agree, that it would be better if we could remove loading times for runs. This used to be a way bigger problem in the past, as the game was a lot less optimized and loading times could take up to multiple seconds. Back then I wrote a load time remover for the autosplitter which only works in online lobbies. Unfortunately, I wasn't able to make it work in singleplayer.

If we were to switch the timing method from real time to ingame time we would have to ensure that new and old players can still easily submit their times.

I think this is a problem which we have to face eventually, but I don't know how to solve it right now. Any additional input is welcome.

UltimateForm likes this
Schleswig-Holstein, Germany

To add to the post from @lachszunge we also are in update hell with Broforce right now.

The dev studio behind the game have actually made another big update to the game but it's stuck at the company that does the porting (they changed their entire dev staff) and another problem lies with the production of the physical cartridge for the Switch version.

And if such an update would hit any work on autosplitting would likely be invalidated plus we can't tell if Free Lives make any changes to the story mode either.

That's sadly what we have to deal with right now.

UltimateForm likes this
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