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
You skipped the hldout fight at wc, * rabble rabble * wqlking through walls * rabble rabble *
Nice concy shots though :)
It depends from game to game. I've seen some games where button mapping isn't allowed whilst it's fine for others (or even encouraged for certain strats/glitches). It's not a general rule that has 1 answer. So it's best to always check the rules or ask mods/community/game's speedrun discord if it's allowed before spending all your effort just to end up with a run that is not allowed afterwards.
Called it :D glad to see you retake the throne and were willing to go for the sub 50 Big GG's!
Oh thanks :D felt good to push it done sub 1 after having replicating the mind the gap level approach from Akuretaki's run. Fairly certain some quick mouse flinger will come along someday and yolo the first sub 0:50
Oh a first comment on this I've ever received, cheers!:D thanks, yeah, I'm gonna push it a bit further, there's still timesave left and it always tastes a bit sour to have a revert.
Just asking why the game window needs to be visible? It's webgame and pressing F11 puts it in fullscreen mode, this is practically the same for every other webgame that is played in a full browser. I'm just asking why the game window needs to be visible if going fullscreen is an option ingame that works on every browser like on my run here:
the game window edges are actually visible even on full screen at the sides?
Not everyone can speak french, so if this was decided in the discord, then I didn't see that sadly.
If this is to check which version of the game is being played, this could be put in as a tag somewhere in game (could be in the level menu or next to the timer - game UI suggestion).
What's the rule for ILs about moving the cursor to a specific spot before going into a new game? So the first input is just a click instead of swiping the cursor to the desired puzzle. I'm just talking about just a couple of frames of timesave. But yeah, as it is now, the mouse will never be in the middle of the screen because you need to move the menu puzzle first before starting a new file. Just asking first so this can be cleared up.
Hiya, just a quick question, I just finished this game casually today and going for the achievements and locate the ties without checking for guides, but I did saw the speedrun a bit earlier though. I'm finding some vids with controller inputs on this flying glitch but not for keyboard? Is it possible to do this on keyboard, cause I haven't figured it out yet.
PS: I'm playing this game on the latest version on steam (PC), so not sure if it's something that can only be done on older patches.
Saw the fg rekkie holder having trouble with this, so here's my method to get a consistent skip on this level:
I've gotten it 10 times in a row, and decided to record my last 4 attempts to give an example
Tutorial: This skip is very consistent if you do this exact method. Go to the left and hug the wall. Spew downwards in the middle of your character. Keep spewing till you have 40-45% ammo left in your bar. Then jump and keep holding jump. When you reach the apex of the spew, start spewing downwards for a final boost
Not sure how to make a guide, so I'll just post it in this thread
This is prolly known, but for IL's when it comes to bosses, it's always best to play with 60 FPS to hopefully get a tickback on the IGT timer
Tested this out on level 1-5 where I can get consistent 0:36 on 60 FPS, but I keep getting stuck on 0:37 on 30 FPS
Don't know if this is because of the Natalie Glitch that benefits from higher FPS, it's kind off hard to test out on the non boss levels if this is purely because of that or not.