i use xsplit broadcaster for recording and streaming. it's free and it works good so far.
2.0 is still in beta so i say it should be held off
Well, Ubuntu, there are two ways an episode can begin: a world map loading. like The Invasion 2, or a level loading, like The Great Castle Adventure. If a world map loads, then the timer should start as soon as you make a notable input on the world map, including pausing, moving, or entering a level. As soon as you make the input to do any of these actions, the timer should start. Furthermore, world maps have no events, therefore, standing still makes no difference.
If a level loads instead, then the timer should begin depending on the start of the level. If it is something like a cutscene, or anything where standing still has a notable effect on the level, the timer should begin as soon as the level loads. Something like this can be seen in Super Talking Time Bros. 2, not a category but it's the first example I could think of. On the other hand, if it's a level where standing still has no real effect on the level, such as the Princess Cliche, then the timer should begin as soon as you move in the level.
For why I stand by this new variation of timing, it is because of load times. Levels or worlds can take a while to load, usually due to several custom graphics, which shouldn't count that much towards the run. By not starting the timer on the file select, you avoid a potential lengthened load time. Not to mention, there are countless games which have the rule of starting the timer once you have control over your character, which is a popular rule for an obvious reason.
However, as I type this, there is another alternative: timing the run as we do, but cutting out loading times. A loading time can be seen in two ways as far as I've seen: the time between the "coin collect" sound effect playing when selecting a file, and the episode's world or level enter jingle playing. The other is the time between the "enter level" jingle which plays over a black screen with your character and remaining lives, and when the level loads. I feel that this may be the better way to time runs. Splits programs do have ways to detect loading times in games, which it stops the timer when it detects this, but because of SMBX's loading time beginning by the end of a sound effect, I don't see this coming in play. This would mean the verifying runs will take longer because of load times cut out, but it would make for a better timing experience. An example of loading times being cut out can be seen here: https://www.speedrun.com/Fallout_4
I apologize if I wasn't clear in any part of this.
yo mechdragon heres a discord https://discord.gg/HafvfC not an experienced discorder but itll do
if only there was a way to create another gmail account
"good point" or "good one" or something along those lines
its a sunglasses face ya dinkleberg 8 (eyes) ) (mouth) 8) ya feel me?
you didnt know this? its just nice for a safety net, thats all
yeah but its right at the beginning of the game so being a frame perfect trick to start to save time id say is a mighty fine good dealio
woah mechdragon fancy seeing you here anyway i agree, i want to speedrun some cool episodes like sttb2
that super easy road is sloppy, i dont have video proof but you can do it without stopping. you can short jump onto the second pipe and then you can barely make the fourth. you can just keep running as at top speed you dont fall between the pipe and blocks or in the pit. you can then jump on top of the first goomba and then its basically cake from there.
well if this rule's out the window, can you unblock my princess cliche run?
this is gonna sound weird but i remember a long time ago watching a pokemon r/s/e run, but instead of using the mudkip line the whole way through, the runner caught a machop, evolved it into machoke, taught it facade, got it paralyzed and then swept through the game. anyone know where i can find this?
it doesnt look that hard with a fair bit of practice so go for it
wow that was quick
yeah looks pretty useful