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discussione: DeadCore
New ZealandStrigoides8 years ago

Definitely shouldn't be allowed if the super jump mod isn't - you can use it to tell whether you made the super jump by remembering what the super and non-super vertical speed will be.

Tron_Javolta piace questo
discussione: DeadCore
New ZealandStrigoides8 years ago

Oh right, I didn't think about that. It could definitely save loads of time on Ascension as you say, so I think banning it makes sense.

discussione: DeadCore
New ZealandStrigoides8 years ago

The one in the video imawakka just posted is a mega jump, not a super jump. It's not super well-defined, but I think it counts as a mega jump if you have significant vertical speed when hitting the pad. He falls into the pad from a reasonable height, so it's a mega jump.

discussione: DeadCore
New ZealandStrigoides8 years ago

I haven't used that tool, but it looks like it just tells you after a failed super jump how much you were off by. Is that correct? If so I don't see the problem. It doesn't help you do the super jump since it only pops up after you've already failed. All it does is give you a feel for what the timing should be so you can get better at doing them in general.

discussione: DeadCore
New ZealandStrigoides9 years ago

I found this trick while doing my low% run proof of concept (which is why I don't have dash at level 5 in the video below). You can use it to gain as much height as you want, using mosquitos:

If you use only one mosquito it doesn't work, as they bob down when you jump and you end up losing height. With three it's very easy, once you've got them clustered underneath you. I have no idea if this is useful in any of the current routes. You climb fairly slowly, but it might be handy somewhere.

BoredOfYou piace questo
discussione: DeadCore
New ZealandStrigoides9 years ago

Recently I've been interested in what a low% run for Deadcore would look like. I think that whatever sparks you want should be allowed, as they are just alternate routes through a level. This is open for discussion though. My initial route only uses 4, of which I believe only 2 are absolutely necessary. Logs and tracks are irrelevant, as its faster not to get them anyway.

So, this just leaves abilities and upgrades. I've done a proof of concept run which shows that it can be done with no dash, no blast, and no upgrades. I'm pretty confident that this is the minimal set - a run that doesn't use the SwitchGun seems impossible, likewise for G-Mod.

The route is very difficult, but quite cool. There are quite a few little tricks that are unique to this run that you have to do to work around not having dash. If anyone's interested I'll try to get a full recording of it. My initial run took about 3.5 hours, but this includes figuring out the entire route. Also, the route could probably be improved with what I learned from the first run. I would conservatively estimate maybe an hour for a decent run. However, even getting a "decent" run would be hard, as there are lots of difficult tricks that can take a long time to pull off. ¤Lots¤ of superjumps and several megajumps are necessary. Megajumps aren't nearly as game-breaking in this category though, as without dash they are much less powerful.

discussione: DeadCore
New ZealandStrigoides9 years ago

Superjump definitely counts as a glitch. It seems very unlikely that a trick with a 20ms window which allows you to bypass large portions of a level was intended by the developers. I think that if this category is created it should definitely disallow all glitches. It's already pretty arbitrary to have a category which only disallows two specific glitches, but no glitches at all is a nice, well-defined category.

If there's interest in such a category, then it seems silly not to call it "glitchless". I think the best thing to do would be to rename the existing "glitchless" categories to something like "no megajump, no wallclip", and name the new category "glitchless".

The other question is whether it would be NG reset or NG+. We could have both I suppose.

discussione: DeadCore
New ZealandStrigoides9 years ago

[quote]How did you manage to code with Visual Studio ? I never used Reflector / Reflexil and I can't find a way to add my own library[/quote]

I haven't used Reflexil so I don't know if it can just add assembly references directly, but one option that should work regardless would be to insert a call to one of the System.Reflection.Assembly methods to dynamically load your assembly.

discussione: DeadCore
New ZealandStrigoides9 years ago

Very nice, having demos would be really useful. Do you plan to release the source for this at any point? I'm pretty busy right now, but I'll have plenty of time in about 3 weeks and I'd be keen to help out.

discussione: DeadCore
New ZealandStrigoides9 years ago

Yep, that fixed both the issues I mentioned in my last post. Thanks!

discussione: DeadCore
New ZealandStrigoides9 years ago

Thanks for the mod Standalone, really handy! I tried it out under Debian Linux, and it seems to work as intended, but with a few issues. Firstly, dashing produces a weird visual effect - the screen gets darker, with occasional flickers: 1, 2. The color seems to be related to the level, it looks like this on level 3. Also, the game seems to take longer to exit. The menu drops out, but the background stays there for a little while before it closes. Pretty bizarre that it would cause either of these things, but it definitely goes away when I replace it with the original DLL. I don't get anything on stdout or stderr when running Steam from the terminal. Here's the Linux version of the DLL. Happy to help with any testing you want me to do.

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