Mod Message: Time starts at 40.633 and ends at 44.350 at 60 fps to get a final time of 0h 0m 3s 717ms. Retimed using yt-frame-timer
Mod Message: Time starts at 65.467 and ends at 73.217 at 60 fps to get a final time of 0h 0m 7s 750ms. Retimed using yt-frame-timer
Mod Message: Time starts at 30.433 and ends at 38.250 at 60 fps to get a final time of 0h 0m 7s 817ms. Retimed using yt-frame-timer
Mod Message: Time starts at 23.283 and ends at 28.133 at 60 fps to get a final time of 0h 0m 4s 850ms. Retimed using yt-frame-timer
Mod Message: Time starts at 35.350 and ends at 39.050 at 60 fps to get a final time of 0h 0m 3s 700ms. Retimed using yt-frame-timer
2 more things:
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reset should be visible in the recording for accurate retiming, a lot of daewe's old level speedruns are cut to after the reset so they'd have to be rejected, can you add that to the rules? at least the first frame of the level after the reset should be visible, thats the one where the score reads 1234567890
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arcade mode individual level speedruns should be allowed if they don't die as the only difference between the two modes is in dying
Mod Message: Time starts at 0.717 and ends at 2.700 at 30 fps to get a final time of 0h 0m 1s 983ms. Retimed using yt-frame-timer
also about the staff, sure i'd be willing to become one, i have a lot of free time
ye i see no issue with current fullgame timing rules
also good point about the consistent time gap actually, the time between the last bubble popped and the blue frame varies between .200s and .267s so its probably better to keep timing end when last bubble is popped
to clarify for the reset -> screen becomes blue timing, my lv10 speedrun would retime to: Time starts at 1.200 and ends at 6.067 at 60 fps to get a final time of 0h 0m 4s 867ms. Retimed using yt-frame-timer
i still couldnt find any uses with this though, maybe in 16 to save a bad situation and in 24 as a really precise individual level strategy but thats about it
if anyone finds more uses let me know
wait !!! if you press tab enough times for the button picker thingy to be on the options menu you can use enter to pause, this can actually make it viable
it takes 4 tab presses to get the yellow box to options button then to unpause just click anywhere outside of the options menu, the yellow box will stay on the options button so you can press enter to pause again without tabbing
the yellow box disappears when you go into the next level or restart the level though so you need to tab 4 times again if you want to use it in another level
If you pause and a moving object moves into you, you won't die. Unfortunately this glitch isn't very practical because there's no pause hotkey for some reason, at least I couldn't find any uses.
also another idea: maybe timing could end when the screen becomes blurry (or screen becomes blue) and the level complete cutscene starts (like 0.2s after the last bubble is popped)
it's way easier to spot than the last bubble being popped and imo feels more appropriate as a run end point because you can't control the player anymore and the post-level "cutscene" starts
my individual level run titles were retimed with the reset level -> screen goes blue (or blurry if it doesn't), if last bubble end is kept then i retimed it with reset level -> last bubble popped in description
you can get a faster cycle on top right but it requires really fast movement
i think you can actually get a cycle faster on the bottom left part if youre fast enough, when youre returning from the left half it looks like you can grab a third bubble in right half too so thats 2 timesaves
you could try messing with the flash player's compatibility settings and try running as administrator, maybe it'll work, idk if theres much you can do other than that because flash player is really poorly optimized
you could try going to flashplayer settings (rightclick) and disable hardware acceleration but if that doesnt work then idk