If I may, I would advise you to shoot the boss near the center so that you are guaranteed to get all orbs to hit him consistently.
I tried digging through the old discord messages but there was a lot there. I think we said 30 fps because unlocked frame-rate is just really unstable and weird. I'm tentatively in support because I'd love to see action in this game but I can also see the argument that a locked frame rate is less frustrating and levels the playing field.
Yes, the reason why the FPS cap was there is due to how laggy the gameplay is if played on higher FPS. Hence why we implement the rule for PC. Unless there is a fix for that, or your PC are just that good.
I see a lot of improvement here. But solid first run if you have audio.
Now, I have a few advice that you need to know as you tried to improve your run:
- Learn to love Terraspin - His hover, combined with Big Chills' glide and diagonal kick (alongside Water Hazard), are the most broken movement combo outside of AQS due to their combined distance travelled trivialise a lot of the puzzle. He also make the OoB traversal easier due to his size and his hover, hence why we switch to Terraspin during that.
- When you tried to jump onto an enemy head, wait until someone is about to strike you, because the enemies will tried to walk away from you after a failed strike. And when dealing with multiple enemies, you MUST take care of the throwable enemy (like the ninja robot enemy that throw shuriken), so they will not stun you as you jump on their colleague's head.
- You know you can skip the first fight of Colosseum, right? Same goes with the puzzle involving melting the plate as NRG in the beginning of Tokyo Nights. You can also skip going into the vent in the last puzzle of the game by going to where the vent exit, double jump as Spider Monkey, and then switch to Hugh. You should be able to open the gate using the water switch without going into the vent.
- It is advisable to stand on where the enemy will spawn because you'll prevent them from ever spawning, thus ending the fight sooner. A great example of this came in Amazon, where after you fought the first two enemy in the first bunker, you can stand on where the R.E.D. guard will spawn, which ends the fight sooner.
- When doing the Ghost Clips, switch to Hugh or other big aliens right as Spider Monkey is curled up, and his back is up against the ceiling / his head is pointing down. That's the visual cue of performing a successful clip.
- Please stop doing the water whip attack in one of the puzzle inside the museum.
- Learn the basic AQS first. Don't bother with the Super variant.
I think that's all the advice I can give to you.
We separated because the stromboli's workshop skip doesn't work properly on psp due to the scenario not loading, only the collisions.
Ah, That one is a pain in the ass. It is still somewhat possible, you'll need a lot of setup for that.
The skip i am refering to uses enemies that spawn on the Wii/PS2, but don't spawn on the PSP
Oh, you mean the one where you get up to the platform at the beginning?
As for the Lag% category, I believe that we should allow keybinds to change FPS on the normal PC category, and not a specific miscellaneous category
Again, at that time, the idea of changing FPS is precarious since STT will became unplayable higher than 60 FPS at most.
Of course this is done on PC, but could work with PSP as well.
Hello, I used to be a part of the community, but left a long time ago.
It's great to see this game got the spotlight again after I left due to inactivity.
I will specify that Lag% exists due to BLJ works consistently on low FPS, which you wouldn't normally get in vanilla, but on PC, you can use the external tools like Rivaturner and bind any key to lower the FPS to clip. We were always precarious on it due to the reasons above, so Young, I believe, created it as a compensation.
As for the skip that weren't possible on PSP, do you mean the one where you skip from the entryway to the left tower to the end? If so, I'm pretty sure it is possible, but difficult. I might have a video of it on my channel.
It works, but the item only move in the middle of where your finger are. I'll post the video about it.
Also for the intro tutorial i have timings for when you can start interactions. I think I saw you picked up on a few of them in your most recent one but I'll just go over it for now.
You are able to touch the info booth while the narrator says "started"
The "close" button on the info booth will flicker orange 7 times before you can interact with it.
You are able to pick a plot to build on once the narrator finishes his line with the word "something"
For the first ride, you are only able to pick an attraction after the narrator finishes his line. Afterwards, there is no limit to interaction speed in the ride catalogue and an input can be given once each frame.
You are able to purchase a ride the right as the gear button turns orange except for the first ride where you can only interact once the narrator finishes explaining the back button.
Lol, I just tap on the button so I can get a faster time.
Also an exploit that I noticed that could potentially make run times a lot faster is how dragging works in this game. You do not need to drag all the way through to move an item. If the game thinks you are still holding down the touch screen, the item will teleport from point A to point B. I don't really have a mobile or touch screen device I can try it on yet but it might lead to some discoveries. This discovery applies to both the building and PL minigames. After that it really just boils down to finding the minimum number of clicks in a run you can do and memorizing the patterns. I know you do runs on an android emu so do you mind checking to see if that's possible on a touch screen device?
Interesting. I gonna take a look at that.
I count 17 patterns.
Also, shush. Luckily the next run is sub 16.
Alright.
Also, I figured out that the car minigame does have repeating pattern. So yeah, you can memorise it.
So, I have calculated the total number of coins needed:
5300 coins are needed to buy all of the rides.
750 coins are needed to buy all decorations.
So, minus the 900 starter coins, plus the 25 coins you get after the minigame tutorial, and excluding end-of-day bonus, you need 5125 coins in total for All Structures.
To reach the goal, you need to grind at least 68 level 3 car slotting minigame (each reward 75$), which, assuming it takes about 4 seconds to complete, takes about 17 minutes at most. I'm not so sure about the last calculation, but that's roughly the case.
So the parking lot I don’t really have a lot of knowledge on since I haven’t spent too much time on it. However, I did just compare both of our runs and from what I have seen so far, the first 5 parking lots in both of our runs are identical. I’m pretty sure it loops in a set pattern, so the order and the solutions can totally be memorized.
Yeah, this definitely worth investigating.
Also, I noticed a bit that you were struggling a bit with like the placements of some objects in the ride-building mini games in the run you submitted. (Ex: the flags on the bumper cars) Yeah, it is annoying that you have to memorize the positions but they remain constant on every run so the ride building mini game will always be the same. I know you didn’t ask about that, but yeah the ride building can also be memorized.
That's what happened when you blitz through the game will nilly. Plus playing it on mobile phone.
I also have tried, you can not complete this run in one in-game day. One place I want to look at is the daily bonus that you get at the end of the day. I think what will probably really determine how a run is structured is based on how that bonus money is calculated. I might experiment a little with that but as of now, I’m not sure. You could totally grind parking lot at the beginning of the game, but by the time day 2 comes, since you have no rides, would you gain any bonus money. I think this should be considered because I have gotten like $500+ from the daily bonus before so I think this could be important. I’ll have to experiment more.
I don't think the daily bonus would matter much at the end since:
a) It takes a long time real-time to end a day. IMO, it's faster to grind, then build structure than wait till the day is over.
b) By the time you do get it, we're far past the part where it would be beneficial.
c) The level 3's reward are enough to reach probably around 1500 coins reliably (that was my plan in the run).
The first thing that came to mind is grinding those coins efficiently.
I noticed during the run that there are about 7 to 8 repeated patterns in the car minigame. So, you can memorized each pattern to get a faster time. However, I'm unsure if it's random or not.
Secondly, when to do the grinding and how much. For me, I see it would be efficient to distribute the grind and the building, since you need money. The thing is how much, and how many structure can we fit before we have to start grinding?
Any idea?
I wanna ask, are you planning on making a new server for G-Force?
It's what the title said. For some reason, the link to the Discord server is not working. Me and my buddies were trying to join in to no avail. Any idea?