Oh btw we're using this method to time runs. Be sure to read it:
How is that even possible? I guess I'll have to add that to the guide.
It's impossible for Youtube to encode a video in 56 FPS. It's either 30 or 60 for our purposes
Also, why are the calculations for your runs done using 56 fps? The Youtube video is clearly 60 fps
I think we should ban PC as a console. Mac is fine because there IS an official release for Mac (and I know PuzzleKing uses Mac). However, I can't find a good emulator for PC.
Thanks for reaching out, @Pokemonmaster888 . I'll definitely check out the Discord. I saw both Flappy Golf and Flappy Golf 2 on Cyberscore, and the first impression I got is that both games (in terms of high scores) have been effectively solved. I haven't seen the time section for Flappy Golf 1, but I'm sure they're very good.
I really see potential for both Flappy Golf 1 and Flappy Golf 2 as speedgames. Whereas there are multiple ties for the world record when it comes to flap count, speedrunning can be much more competitive. There are very precise IL strats in every world, and in certain holes, it can be very challenging to make the fastest cycle (Laser Sub is such a run killer >:( ). I hope I can contribute to the community in a way that grows interest in speedrunning
I eventually want all the best individual level runs to be timed without loads, but that takes a long time
Did it. Sorry I must've forgotten about it. Timing without loads takes a long time
Ok I updated all the rules. We can make changes if we see a reason to make changes
I've updated the rules for about half of the levels. Do you agree with my judgments?
I just updated the rules for Buzz Land and Space Base. I want all levels to have rules like that.
If every part of the hole is stationary, or it has a moving obstacle that doesn't affect the run (like in Buzz Land 4) timing starts on the first frame of movement.
If there is a moving obstacle that could possibly affect how one approaches an Any%, Gold%, or Superstar% run for that hole, you start timing when you CAN move.
I think we should just put them into the rules for each level. (kind of like how Space Base is right now, but with each hole specified)
On those levels, you would start timing when you can move. The rules as they currently are state: "Unless otherwise specified below, timing starts on the first frame of movement and ends on the first frame you go in the hole." This allows us to make exceptions for levels with moving parts (such as Space Base).
Rules for Space Base: ## Timing for Space Base For this level, timing starts on the first frame the flap buttons are visible onscreen.
Now that we have the Individual Holes category, we really should specify in the rules when timing starts for each hole.
We decided these timing conventions in this thread
In my opinion, starting timing when you can move puts too much emphasis on having the ability to predict load times. There would be no way to react in 1/30 or 1/60 of a second to get the perfect start to a run.
@MaximalMaxPL. The last three IL runs you submitted are timed wrong. Please be sure you start counting on the first frame of movement
- This run should be 3.600 seconds. You started timing when the buttons appeared, but you should've started timing on the first frame of movement.
- This run should be 3.233 seconds. You started timing when the buttons appeared, but you should've started timing on the first frame of movement.
- This run should be 4.000 seconds .
Can you look at these again?
I don't think it's a good idea to have a category that requires you to mess up the time on your device