Ideas For Saving Time?
1 year ago
California, USA

i'm Out Of Ideas Except One Idea

Scene 5 0.1 Second Time Save I Did Say TAS Only But I Think It's Possible A Super Wall Jump Would Save Just Enough Time To Get 1:14.9XX But with Lag Crusher A 1:12

BOYS! The Plan Is Simple I Need Help

Reno, NV, USA

I may be dumb but the room with the red key door has an open ceiling what if you get up that

Reno, NV, USA

Also you sounded like Ludwig right there

MaxyMemes piace questo
California, USA

thats the point also where is the open ceiling Do You Have A Picture

Modificato da l'autore 1 year ago
California, USA

input Storage could be useful

Reno, NV, USA

The one with the red key door

Reno, NV, USA

And to get up there you could probably just edit scratchys jump to make it

Reno, NV, USA

Well I found a new way to die

California, USA

that would take you to scene 104 the yellow key door room and you will die

Reno, NV, USA

Or you will just die in the best rooms wall

MaxyMemes piace questo
Reno, NV, USA

Next room

Reno, NV, USA

This is crazy, but what if when you get pushed down by the yellow key door you avoided dying you could then run to the side and skip the green key door

Reno, NV, USA

Or like you only got pushed halfway in the ground

California, USA

I don't think that's Possable because of the floor check checks up not down.

Reno, NV, USA

Is there any instance of being able to clip through walls?

California, USA
Define Check touching solid (warp=true)
{
    If (Sensing.TouchingObject(Level) Or (Sensing.TouchingObject(Moving Platform) Or Sensing.TouchingObject(Lock door)))
    {
        touching! = 1;
    }
    Else
    {
        touching! = 0;
    }
}

Define Collide X - Slope or Wall? (warp=true)
{
    Call Check can Wall Slide;
    Motion.ChangeYBy(1);
    Call Check touching solid;
    If (touching! > 0)
    {
        Motion.ChangeYBy(1);
        Call Check touching solid;
        If (touching! > 0)
        {
            Motion.ChangeYBy(-2);
            Motion.SetX(Last value);
            speed x = 0;
            Stop(this script);
        }
        speed x = (speed x * 0.8);
    }
    speed x = (speed x * 0.95);
    Call Slip;
}

Define Collide Y - Celling and floor (warp=true)
{
    Motion.SetY(Last value);
    If (speed y > 0)
    {
        speed y = 0;
        Stop(this script);
    }
    If (falling? > 0)
    {
        falling? = 0;
        Call Slip;
    }
    speed y = (speed y * 0.8);
}

Define Controls - left and right (warp=true)
{
    If (long jump > 0)
    {
        long jump += -1;
        Stop(this script);
    }
    KEY X = (Stick X - ((Sensing.KeyPressed(left arrow) Or Sensing.KeyPressed(a)) - (Sensing.KeyPressed(right arrow) Or Sensing.KeyPressed(d))));
    If (KEY X == 0)
    {
        If ((falling? > 2) And (wall slide < 1))
        {
            speed x = (speed x * 0.98);
            Stop(this script);
        }
        If (abs(speed x) < 1)
        {
            frame = 0;
            speed x = 0;
        }
        Else
        {
            frame += 0.5;
        }
    }
    Else
    {
        speed x += (KEY X * AcCeLEraTIoN);
        Motion.PointInDirection((KEY X * 90));
        frame += 1;
    }
    speed x = (speed x * resisTANCE);
}

Define Controls - up and down (warp=true)
{
    If ((Sensing.KeyPressed(up arrow) Or Sensing.KeyPressed(w)) Or (Stick Y > 0.5))
    {
        If ((wall slide > 0) And (jumping == 0))
        {
            Sound.Play(Jump);
            jumping = 1;
            falling? = 3;
            wall slide = 0;
            Motion.TurnRight(180);
            speed x = ((Motion.Direction() / 90) * 7);
            long jump = 12;
        }
        If ((falling? < 3) And (jumping == 0))
        {
            Sound.Play(Jump);
            jumping = 1;
            falling? = 3;
        }
        If ((jumping > 0) And (jumping < JUMP DURATION))
        {
            jumping += 1;
            speed y = Jump force;
        }
    }
    Else
    {
        jumping = 0;
    }
    speed y += GRAVITY;
    If (wall slide > 0)
    {
        Call Check can Wall Slide;
        If (speed y < 0)
        {
            speed y = (speed y * 0.6);
        }
    }
}

Define Find Closet Space to(string x)(string y) max(string max) (warp=true)
{
    temp = Motion.Direction();
    distance = 1;
    Motion.PointInDirection(0);
    Repeat (max)
    {
        Repeat (16)
        {
            Motion.GoToXY(x, y);
            Motion.Move(distance);
            Call Check touching solid;
            If (touching! < 1)
            {
                Motion.PointInDirection(temp);
                Stop(this script);
            }
            Motion.TurnRight(22.5);
        }
        distance += 1;
    }
    Motion.GoToXY(x, y);
    Motion.PointInDirection(temp);
}

Define Fix Collision in Direction(string dir) (warp=true)
{
    temp = Motion.Direction();
    distance = 1;
    Motion.PointInDirection(dir);
    Repeat (128)
    {
        Call Check touching solid;
        If (touching! < 1)
        {
            Motion.PointInDirection(temp);
            Stop(this script);
        }
        Motion.Move(distance);
        Motion.TurnRight(180);
        distance += 1;
    }
}

Define Moved - by Moving Platform (warp=true)
{
    Motion.ChangeXBy(PLATFORM DX);
    Motion.ChangeYBy(PLATFORM DY);
    Call Check touching solid;
    If (touching! > 0)
    {
        Call Find Closet Space to(Motion.XPosition())(Motion.YPosition()) max(16);
        If (touching! > 0)
        {
            Event.Broadcast("Die ");
        }
    }
}

This Is The Collisions Scripts I Think That The Range For Going To Land Would Be Too Small To Reach It But You Also Can't Clip Under The Yellow Key Door There is 43 x Positions That You Can Die From And About 10 You Can't And None Put You In the Floor Because Nothing Pushes You In To The Floor Except Maybe Moving Platforms.

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