Hilos
hahhah4211 months ago

I've separated CoolMath and non-CoolMath "all levels" runs into different categories as suggested by @Pointlessyeet because there are notable differences in the glitches in the two versions. I've also applied this separation to the "10 levels" category, since the CoolMath-specific glitch is available to save time in level 10.

The 3 levels, 5 levels, and E coin categories remain combined, as there's no notable differences between the versions for those levels.

A link to the CoolMath version can be found in the resources tab or the category rules for CoolMath runs, or right here: https://www.coolmathgames.com/0-jump-and-hover/play

Also, I'll be going through and retiming runs to make sure the timing is consistent, so don't be surprised if some runs are updated.

CollinOnlyOne les gusta esto
hahhah421 year ago

Hello! It's now possible to add flash as a platform on src. You can find it under the "show obscure platforms" option when editing the game.

Also, if you know of other flash games that haven't added this yet, please spread the word to them, too!

hahhah421 year ago

Hello! I don't know when this happened, but it's now possible to add Flash as a platform. You can find it under the "show obscure platforms" option when editing the game's info.

Riley_Tech les gusta esto
hahhah421 year ago

Hello! It's nice to see this game getting some runners again. That said, I think the rules should be updated to the typical minimal standard of proof—requiring video for all runs.

"No vid, no did" aside, having videos for all runs is helpful to newer players looking for strategies they can use as they work on their skills. Seeing a screenshot of a time doesn't let them see if the run featured some safer/better strat for a troublesome section.

Note that updating the rules doesn't mean you have to go back and reject runs that were already accepted. It's common practice to grandfather in runs that were accepted from before a rule change, and that could be applied here.

hahhah421 year ago

Has anyone else randomly had one of your videos/speedruns get age restricted on youtube recently? That just happened to me on this old, obsolete run of mine, so I'm wondering if there's some new automated thing going on that will affect others.

I don't get why it would come up for review in the first place. The game is a pretty generic platformer with no objectionable content in it, and it's a no-commentary run that had 8 views, all in 2020. The notification just states that it violates "community guidelines".

M_CBL_ les gusta esto
hahhah422 years ago

Hello! Please add PICO8 and web as platforms so this game will show up in the appropriate lists.

You can find PICO8 under the "show obscure platforms" option.

hahhah422 years ago

Having "PC" as a platform implies there's a downloadable version somewhere. Where can this be found, and are there versions for Mac/Linux too?

hahhah422 years ago

@ItsLeFire I asked this already in the other thread, but please establish clear start and endpoints for each category. Right now, you're just letting each player pick their own, and they are not identical.

For example, @dha starts the timing for his runs upon clicking level 1 in the title screen, whereas @TRLittleToaster seems to have started his time from the first frame of level 1 appearing on the screen.

Either starting point is perfectly acceptable, but the same one should be used for all runs within a category, and preferably all full game categories would use the same starting point for consistency. You should also be retiming every run yourself.

Also, please check runs submitted to make sure they actually link to a video and not just the person's channel. This run and this run shouldn't be approved as they are currently.

hahhah422 years ago

I'm not planning on running this game, but from watching the top runs there seems to be a simple time save that's been overlooked by even the top two runners. Specifically, ending the level by moving horizontally seems to save .1-.15 seconds in load time over ending with a vertical move.

(Stevefox's difference seemed to be .1 and dha's to be .15, not sure why they differed that much. FPS & lag differences, I guess? I did my own quick check, and there seemed to be some inconsistency in the load times by a frame or two, with my load time differences ranging from .117 to .15.)

Anyway, as you have a choice of direction in each of the first three levels, there's .35 to .45 seconds that could be saved off the current wr from this alone, as dha went vertical in all 3.

dha les gusta esto
hahhah422 years ago

Here's a couple of tricks I found that I didn't use in either my any% or min boxes runs. Note the min box run has a useful strat for any% that I didn't use in my any% run, which is skipping a box in the room right after "grab the bootstraps".

The first is in the first room with two boxes. This is the hardest trick I've found for show, requiring two boosted jumps and accurate timing on the box jump. It isn't necessary to land on the box the way I did here, as you can do a superjump out of a box jump, but I failed it enough times that I wanted to be careful.

The second is in the first room with a key, skipping the key. I'm not sure which is faster in this room—skipping the key or skipping the box. Skipping the key saves you the time doubling back, but if you skip the box you can get much further to the right before the level loads.

hahhah422 years ago

How exactly is the minimum boxes category intended? Right now, it only has a setting for time, as if you know the exact minimum possible of boxes it's possible to use. (I myself am not certain—I've managed 10.)

To me, what would make the most sense for the category would be to set it up like Rayman damageless category, i.e. sort first by fewest number of boxes used, then use the time as a tiebreaker for people with the same number.

Sonicc les gusta esto
hahhah422 years ago

Has this happened to anyone else?

I experienced this for a little while when I first played on my new laptop back in April, messed around with graphic settings a bit and it went away completely. Now it's back, and I don't know how to get rid of it. I haven't changed my settings since then.

It only happens in 2-3*, but that's a bad level to have this kind of distraction. And it happens throughout the entire level, not just in the updrafts. Distraction aside, the gameplay isn't affected.

*When playing on Chromium. I tested a bit on Firefox, and found the same glitch happening in 2-2, but not 2-3. Firefox felt kind of laggy, so I wouldn't want to switch to it in any case.

Edit: I seem to have fixed this by reducing my display's refresh rate from 120hz to 60hz, so if anyone else does have this issue, that's a possible solution.

hahhah422 years ago

So, earlier today someone submitted a run with a dead video link, I rejected it, they edited in the correct video link and resubmitted the run, and I verified it. No big deal.

However, I noticed that the rejection note I wrote still shows up when viewing the run in the verified tab of the moderation hub, only now it calls it "approval reason". https://files.catbox.moe/4w0yje.png

Is this intended behavior? I don't remember if rejection reasons stuck with runs after they'd been resubmitted and verified in the old one, but it seems odd.

YUMmy_Bacon5, Klagarn y 3 otros les gusta esto
hahhah422 years ago

Hello! PICO8 is available as a platform, so please add it to PicoHot. You can find it under the "show obscure platforms" option.

snowbound les gusta esto
hahhah422 years ago

Hello! PICO8 is available as a platform on the site now, so please add it to Dusk Child. You can find it under the "show obscure platforms" option.

AutumnBreeze_0 les gusta esto
hahhah422 years ago

Please add PICO8 to the platforms for this game. It's listed under the "obscure" platforms.

hahhah422 years ago

Would anyone be interested in running categories such as "Complete 2 levels", "Complete 3 levels", etc.? It struck me as something that might help give people a sense of progress while working their way towards a complete game run, given how tough the game is.

Figured I'd add them as misc if there's any takers. Here would be my first run in the 2 levels category:

hahhah422 years ago

I just realized that if you hold down z from the moment you die, you can play the exact same level in terms of dye & disc placement. Here's a demo where I play the same Kiwi layout several times in a row:

Edit: Actually, it seems that you don't get to repeat the same level. Rather, having the instantaneous restart always gives you the same level shown here. My guess is now that the levels are seeded based on how long the title screen is shown before you select a level.

Edit 2: On second look, it seems that the initial seed changes when you start the game fresh or reset it, using either the pause menu or shift+f. And it seems that the seeding starts from the moment the "Your Score" screen starts to load.

Edit 3: Which means it is useful for Orange after all!

hahhah422 years ago

This is in response to Nurufu's recent any% run, in which he used several pauses to increase his chances of getting through the first section of the 5th-sword cave in a single cycle. As the title suggests, I don't think this should be allowed.

My primary objection is that this strat is essentially just a way of manipulating the timer to play in slow motion. If we went with RTA, that strat would always be slower than just playing normally—losing a cycle there would've cost less time* than the pauses did. The only reason it's viable is because the clock isn't running while he lines things up.

Even if the timer is perfectly calibrated so the player doesn't get any free frames of movement, which is always a concern with IGT (especially as Nurufu now has the record by .01), it's still kind of nonsensical to allow someone to pause the clock so they can take extra time to work through a tough maneuver. The clock should always be running while the play is in action.

*In RTA, Nurufu's new run would be 2:54.767, whereas Kocoa's current pb would be 2:52.100.

hahhah422 years ago

I've been wondering if it's it possible to save a cycle through room 13, instead of exiting at the 50 second mark. After the recent run by @Otaypst, I went back and copied his improved strat for room 11, but this is the closest I've come.

You'd need to save 17-18 more frames to pull it off, but I'm not sure if that's feasible. The bulk of it would have to be in room 9, though I did lose a little time in room 7—it's possible to do that pattern without bumping into the wall there. (Also might be possible to avoid bumping the wall in room 11.)

Anyway, finding a moderately faster & consistent path for room 9 could end up saving 2-3 seconds if paired with a good run in the rest of the rooms up to 13.

dha, Otaypst, y PixelAadi les gusta esto
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