Forum posts

Forum: The Site

Thread: Leaderboards moderation requests thread

Started by: GyooGyoo

@Liv thank you for the quick response and resolution!

 

Forum: The Site

Thread: Leaderboards moderation requests thread

Started by: GyooGyoo

I'm currently the only active mod for Vanquish, with the supermod Flicky having left the speedrunning scene long ago. We would like to get another moderator added, so that there will be an active runner available for moderation and to add additional categories that current runners are interested in. While the supermod issue should probably be addressed eventually, and I would accept that role if need be, for now it would be very helpful if @nordanix could be added as a moderator. Thank you!

 

Forum: Armed With Wings: Rearmed

Thread: We should make version subcategories or seperate categories for old versions

Started by: SpiderHakoSpiderHako

Having separate, unfinished versions of the game on leaderboards would get way too cluttered very fast. Also, these versions of the game are no longer available to the public. only people that downloaded the game from itch.io prior to updates could run them. Considering that the current version is overall a stronger speedrun than past versions, there isn't enough incentive to make a leaderboard for them, even if they are interesting historically.

Disclaimer: I did runs of early access versions long ago myself. Here's a run on 0.7.3

 

Forum: Momodora 3

Thread: can hard and 100% be added to the boards

Started by: PeterAfroPeterAfro

Hard 100% has been added! Sorry that it took forever!

Konato_KKonato_K likes this. 

Forum: ICEY

Thread: Anyone else want to moderate this game?

Started by: halfcoordinatedhalfcoordinated

Okay xsalamander, you're added. Thanks 🙂

Kharasho, as we discussed on discord, you could be added in the future once you have some more experience with running the game

 

Forum: ICEY

Thread: Anyone else want to moderate this game?

Started by: halfcoordinatedhalfcoordinated

I unfortunately lost most of my interest in this game after the dash was significantly nerfed, and haven't kept up with it very well. If you'd like to be added to this game as a mod, please reply to this thread, preferably with a small statement why you would be a good choice.

 

Forum: Momodora: Reverie Under the Moonlight

Thread: New rule consideration regarding binding multiple in-game inputs to a single input

Started by: halfcoordinatedhalfcoordinated

In the unlikely event that the game was updated so that multiple functions could be bound to one input in-game, yes the categories would be merged back together.

Current runs would have to be split off for fairness. This change will probably be made soon, even if the timing will make me seem petty. I've procrastinated too much at this point.

 

Forum: Momodora: Reverie Under the Moonlight

Thread: New rule consideration regarding binding multiple in-game inputs to a single input

Started by: halfcoordinatedhalfcoordinated

Life did things and I kept forgetting to reply to this.

Basically though, what Tohloo said covers it pretty well. I had considered allowing multiple buttons for one function in specific cases for accessibility purposes, but it has too much potential for abuse and a solid rule of 1 button for 1 function per input device is best regardless of input method.

 

Forum: Momodora: Reverie Under the Moonlight

Thread: New rule consideration regarding binding multiple in-game inputs to a single input

Started by: halfcoordinatedhalfcoordinated

Sorry for basically dropping out of the conversation here. Thanks to everyone that contributed at this point!

Thinking this over I'd like to propose a couple of changes:

Mapping multiple inputs to in-game inputs becomes banned. All future runs added to the leaderboard would require one of three things 1.) an input viewer, 2.) a handcam, or 3.) stop long enough on the keyboard controls on file creation for the verifier to pause and check the controls. If multiple in-game inputs show as blank on the keyboard controls screen, burden of proof will be on the player to prove they aren't bound to the same input. If your preferred control scheme results in two blank inputs showing, input viewer or handcam should probably be present in the first place.

Next, misc categories are then created to allow roll+jump bound to a single input. For verification purposes, these categories would require showing the keyboard control screen on file creation long enough for the verifier to pause and see that roll and jump inputs ARE set to the same key (including possibly blanks). Runs already known to use this will be moved to these categories.

This should be easy enough to verify without putting undue burden on either end of verification. for clarification, the wait on the keyboard controls screen will probably only need to be half a second. Please give feedback with any thoughts and concerns regarding this potential resolution.

UrabemiUrabemi likes this. 

Forum: Momodora: Reverie Under the Moonlight

Thread: New rule consideration regarding binding multiple in-game inputs to a single input

Started by: halfcoordinatedhalfcoordinated

I will still argue that the quick rolljump cancels are still indicative of this type of button mapping and not something that could be done consistently for so long otherwise. If this were not the case we would be seeing some of the top keyboard players moving in this way by now. I certainly could be wrong there but I know that others who have put significant time into the game have attempted to move in such a manner. Also, having 100% consistency for a technique absolutely gets to a point of times that are not humanly possible. Will the best run be really freaking close eventually? Yes, but not quite there.

Trying to separate rolljumps from other parts of the run as less important feels folly. Whether it is as enjoyable or not, it is as much a part of the game as everything else and even a major part of the example moving through rooms creatively. If pay-to-win is a concern, isn't that already being done by using a setup that requires two peripherals instead of one? I'm not suggesting that using keyboard+controller should be banned, as the game naturally accepts both simultaneously and is thus perfectly valid- it is however a counterpoint to consider.

Lets say for argument then that this is continued to be allowed and/or a new category is made for it. What is stopping someone from using a method OTHER than the config file to macro roll and jump to a single button? For example, I could use antimicro or xpadder to map the two keyboard keys to right trigger on my 360 controller. The end result within the game is indistinguishable and it becomes even more of an impossible to enforce honor rule to only use it as a config.ini edit than banning it would be. You could even argue that any method of binding them to one key would have to be allowed, and that becomes very dangerous ground. If a "scripts" category is set up, what stops someone from making macros for every time they have to open the menu because menuing isn't fun to them? Yes, it is a far cry from the current issue at hand, but it could be set up easily and how would THAT be enforced? The whole situation has the potential to become incredibly messy.

 

Forum: Momodora: Reverie Under the Moonlight

Thread: New rule consideration regarding binding multiple in-game inputs to a single input

Started by: halfcoordinatedhalfcoordinated

Yes my suggestion was to add that note to the run, and if no replacement run is submitted in the following few months it would then be removed entirely.

I understand not wanting the comparison to be there, or the argument for a scripted category, but as far as I have noticed this is not very widespread in use. As such I'm not sure a new category is warranted.

 

Forum: Momodora: Reverie Under the Moonlight

Thread: New rule consideration regarding binding multiple in-game inputs to a single input

Started by: halfcoordinatedhalfcoordinated

A technique currently used by one or more players edits the config file to set roll and jump to a single keyboard input, then both keyboard and controller are used to play. This allows for full range of movement with the added advantage of 100% consistent rolljumps. This cannot be set through in-game menus. It gives a significant advantage over other configurations by eliminating all risk involved in the rolljump technique and allows a moderate increase in speed in a few sections from faster rolljump cancels being consistently possible. This could result in times being obtained that are not possible otherwise.

Most communities where this could present an advantage ban mapping multiple actions to a single input unless it is possible to do so in-game, as it blurs the line between human capabilities and TAS.

The rule would read "Binding multiple in-game inputs to a single input is banned" to cover any other methods of doing this and future discoveries of this sort outside of rolljumps. Runs known to have used this will have a comment added on the leaderboard that a now banned input method was used and the runner will be allowed 3-4 months to replace their run.

Please respond to this thread stating if you believe this new rule should be added, along with any thoughts and concerns you may have regarding it.

UrabemiUrabemi, MangoMangoMangoMango and 3 others like this. 

Forum: ESA at Dreamhack Summer 2016

Thread: #DHS16 - Dreamhack Summer '16

Started by: PlanksPlanks

Sorry for the double post, but the category for Momodora: Reverie Under the Moonlight should be "Any% Insane". The "Plague Knight Any%" category change Tohloo requested is for his run of Shovel Knight.

 

Forum: ESA at Dreamhack Summer 2016

Thread: #DHS16 - Dreamhack Summer '16

Started by: PlanksPlanks

Just posting to confirm the timeslot for Momodora: RUtM works for me and I am completely ok with doing it as a solo run instead of a race.

 

Forum: Momodora: Reverie Under the Moonlight

Thread: Insane difficulty true ending category

Started by: halfcoordinatedhalfcoordinated

Hi there! I was wondering if Insane difficulty (true ending) could be added as a category on the leaderboards. I think it makes for a pretty tense and exciting run, and is well worthy of being tracked. My best time so far after about a week (I had an early copy) is a 53:49 RTA -

It's still very rough of course, but I'm excited to see how far this category can be pushed!

PridingPriding likes this. 

Forum: Abyss Odyssey

Thread: Ledge Dash Movement tech

Started by: halfcoordinatedhalfcoordinated

Likely won't be running this game myself, but I discovered some movement tech ages ago and thought it was a shame that I didn't see anyone using it.

I call it a LedgeDash because uh, you do it by dashing off a ledge. Approach a ledge and dash near the edge, as you're going off the ledge hold down jump to go soaring across the map. The timing is pretty precise and is easier off of downward slopes. It also seems to be more consistent when moving left for some reason.

Pincoya's LedgeDash is the fastest, but it also works well with Katrien and most of the enemy characters too. I'm fairly inconsistent at the technique, but if someone is serious about running this game I'd really suggest trying to get the timing down.