Thanks, but I really want to clean up the 5-7 choke from this run, I usually don't tilt too much (as I rather play ILs and a death isn't a timeloss, but I got tilted at that part and took me 20 secs to cool off which is pretty noticeable during gameplay). But keep going yourself, a bit of IL approaches that you're comfortable with. It's fun to see people engaging in this underrated speedgame. Wish it had more traction tbh
GG, gonna tackle this soon too. I'll allow the run, but could you have animation sounds on next time please?
Also. It's too absurd to split this up for runs. If you're able to download the game online it means you already have access to the internet.
So every run performed on pc, means it has a 0.010 timesave for web as long as the last millisecond isn't a zero. Framecounting doesn't help as frames itself are larger that 1 millisecond. So it's too absurd and convoluted to split up the categories even more due to both version being available if you have internet :)
So due to lanlinux hitting the scene and getting some IL times i thought where maxed out, i decided to do a bit of experimenting and comparing runs.
I took level 2-5 as an example as it's a level that is maxed due to not being able to go faster since you'll run into a saw. Both our runs have the same movement, start, ending trigger etc and contain the exact number of frames.
So i came to the conclusion that the web version is faster due to a storage memory limitation which causes the pc version to round up the last millisecond while the web version doesn't do this. And this starts after 1.5 seconds (at least that was what mostly happened in my testing). So the same run that is for example a 5.554 on pc will be counted as a 5.560 whilst on web it will be counted as a 5.550.
In short, web version runs if performed perfectly will always have a 0.010 advantage on a level but will still save this variable in a total time setting. So in theory, for full runs, it will only save 0.010 as well since it doesn't stack resulting in a half second advantage for full game. But for ILs it's a huge advantage to play on web if you really want to grind for IL golds.
Could be wrong, but just wanted to share this info :)
TL;DR web version is faster for ILs
Nice. I knew that levels like this would have the same effect like 1-2. Either subpixel stuff or advantages on web. But gg nonetheless
Glad to see someone tackle 100% on this on fullgame. GG on being the first setting the start of the 100% milestone on this game :)
Okay. Got the word from Kichex that the previous 40 levels have stayed the same and found nothing new from my own testing. With v1.3.1 it also fixes a problem in 3 levels where it was impossible to get the coin on the windows version.
So from now on ILs, world runs and main category runs (40 and 56 levels) can be played and are legit with the latest version as well. GL on your future runs!
GG's happy to see a new runner tbh. Kinda motivated me to replay this game myself. Keep going! :D
GG. Wasn't aware of new update on this game and 100% on some levels is quite hard. Well done.
Ooooh very well played! Apart from sliding down the wall on the last level, everything was clean movement with no waiting at door and just enough time spent on buttons. With current routing, I think you just light have hit the final second barrier for this.
Nice meme'ing at start
Could you tell what your ingame settibfs were as well please?
Vsync on/off (this actually sometimes matter, it's a thing used in halo reach on 3 levels)
Fullscreen or not, resolution. Any info helps to find a consistent way to understand a glitch :)
Congrats. Just got a 52 myself and I was fairly certain you would go for it as well. Gonna upload it soonish, but well played, I think I'm done sith optimizing my PB's.
Big clap. Well deserved and clean run!
Nice but it's getting tight atm. If you get 54 i'll throw in the towel :p
No hassle, fireruin made me mod as well. But busy with another game atm.
But it's an easy fix for fullgame & world runs. You just need to substract the time difference in the first level of the run with the total time of the whole run. So for example if a fg is 4 minutes flat as a total time, but the runner restarted through no flag menu-ing and the time difference is 1 second flat, then the actual run is a 3:59
It's easy to spot, it's a consistent bug that carries over correctly (i tested), and it makes it fair if a run starts from booting up the game or if it restarts through a non flag exit :)
I'll update fg runs soon, no worries ;)
Hiya, as I'm almost finished optimizing IL's I've noticed this bug before, but since I was going for a world run, I've decided to look into this and discover what causes it. And I've found it, well what causes it tbh and I can explain it in theory and how to "fix" it, but in the end it's a bug only the dev can fix.
I'm playing this on pc, not on the web itself, with the download link on the dev's webpage.
Anyways, here's a vid for proof, explanation follows:
So when starting the game the IGT is correct. Both for IL timing and total time.
0:00 - 0:13 Shows normal gameplay, the first 2 levels are cleared in 3:880 & 3:210 resulting in a 7:100 total time
IL times should add up to 7:090 but I'm 100% certain this is due the IGT only showing the first 2 digits after a second, but the game keeps track of the millisecond internally. Let's say level 1 was a 3:886 and level 2 a 3:215 resulting in a 7:101 but the game shows a 7:100. I don't think the timer rounds up or down. It just adds the last milliseconds without showing
Just to clarify that discrepancy
0:14 now here's the bug. I just enter level 1 as an example, let's say i want to restart a full game or world run by exiting through the menu, without the menu after touching a flag, it will start the bug
I intentionally wait 15 and a half seconds on the level selection screen. The home menu and tutorial menu cause no problem. But waiting in the level selection screen starts the timer already. And I believe this is because the game sees this as a "death" revert and thinks you're in the game already. In this case, entering level 1 shows a 15:49 time on the first frame before resetting the level time, but the total time will stll keep track of this. First 2 levels played with a 5:950 & 3:210 resulting in a total time of 24:660. Which is the sum of the 15:490 bugged time + 2 level times and the internally last millisecond not showing
Going through the level menu after getting a flag fixes this as shown at 0:46 and I follow up with a quick second example.
So in short, the IGT timer is pretty accurate EXCEPT that it counts times after doing a reset and going through the menu. For IL's it's no problem, but for FG or world runs, the final time shown might be a bit off if you count al the level times seperately due to the last milliseconds adding up. But if you played a full game through a menu exit but not a flag exit, it will have counted the time during the level selection menu as well.
So for mods or runners submitting fg runs, keep this in mind ;)
First time on the forums, but I wanted to share this game by Kichex.
https://www.speedrun.com/Speed2
It's a simple but fast paced 2D platformer with pretty accurate ingame timer and solid hitboxes/movement/inputs. It can be played online or downloaded to your own computer for free (or if you want to support the dev, you can throw in a buck).
40 levels (seperated in 5 worlds) that take between 3-10 seconds. Pretty straight forward levels and quick continuations upon deaths. Good for ILs and FG (or even world runs). The dev has a fg run as well. Haven't found ground breaking glitches yet apart from a simple glitch that can be performed on a few levels.
No fg runs myself yet as I'm trying my best to optimize each IL for any and 100%. BUT i would love to see this game get some traction. There's just a few runners that have tried IL's or FG runs. It's simple, fun and not too hard. Easy going for platformer veterans, IL hunters or runners that are looking to extend their speedrunning portfolio with a short game <3
Maybe it will interest some of you, I'm having a blast with it myself! Would love to see some new runners and perhaps even new glitches? Hope you will like it if you're into these type of games :)
Oh very nice, new strat AND routing. Do you do something special at 0:26 to get through the wall? I tried it last week on one of those holes and didn't get through but looks like you just go through the one you did. Nice to see a sub 0:50 on this
Thanks! I have to admit, during first casual play, I was on the edge of ragequiting XD
But after a cooldown and a spaghetti, decided to sit down and spent a good chunk of time just getting used to the controls and get the rhythm down... and less about finding the best optimizations whoch I normally like to do more :p