Discussioni
Texas, USAswooce12 days ago

Struggling to find any cool side categories other than 100/any%, and finding a way to skip the button in the mines made me think of this as possible. It's basically what it says, get 24 gears without touching any coins. Proof of concept/PB attached

There's optimization to this route still, doing level 3 boss should be faster by at least 15-20s but it's annoying to enter/exit the volcano without touching a coin. Otherwise the route's mostly the same as Any%, just without touching coins.

Texas, USAswooce5 months ago

I made a quick discord server so we don't have to rely on src forums for any further info sharing: https://discord.gg/KcA4g7QA5Y

Patatrox piace questo
Texas, USAswooce5 months ago

I was mostly interested in how the boss fight worked (and why it was so consistent despite being rng), so I dug into the code to look at how it worked:

- Boss has a base health of 3
- Boss has a roam state, where it changes position
    - it roams (health) number of times before doing an attack, so attacks come out faster at the end of the fight
- Time between movements is the same, 1.5 seconds apart
- Where it can move to is based on an existing list of possible positions, a random one is chosen
- 6-(health) attacks before weak spot shows up
    - balanced by the speed between attacks above
- 6-(health) bombs spawn when that move triggers
    - if a "weak spot" bomb, that is just added on
- 9 - (health * 2) tiles are dangerous for that move, so 3,5,7
- The minions it spawns don't need to be killed to progress
- Any rng/time discrepancy should come down to the distance between its roaming position (it moves 10 units per frame, so shouldn't be too much) and how long the player takes to hit the weak spot bomb
- There doesn't seem to be any other way to damage it, the only collision code just damages you if you touch the boss

I was also interested in seeing how the "pause glitch" (in which you pause upon collecting a feather and can quit) works, here's the relevant code segment (comments are my own):

func _enter_state():
    # animations/set speed to 0, doesn't do anything for the glitch
	animation_player.play("CollectingGoldFeather")
	player.linear_velocity = Vector3.ZERO
	player.inertial_velocity = Vector3.ZERO
	player.dash_velocity = Vector3.ZERO
	player.force_squash_stretch_to_normal()
	
	if SceneManager.current_scene_name != "hub_world":
        # force game to pause, disallow any other pausing
		GamePauseManager.is_collecting_feather = true
        # increment "# of levels cleared" which directly ties into golden feathers
		player.camera.show_stage_clear_screen()

In order to get the pause glitch, you need to have paused the game after this function is called (once you enter the golden feather's hitbox), but before the is_collecting_feather variable is set to true. So, my conclusion is that this glitch may just come down to processing power/speed instead of a set number of frames, which is why it feels so inconsistent for me.

Otherwise, it is 3.5 seconds before you can begin to go back to hub, from the stage clear screen, or 5.0 seconds until the game does it automatically.

An addition to this is the reason why you can't do this glitch in any level with hot dogs:

if selected_node == $Quit:
	GhostDataSingleton.clear_current_ghost_data()
	GlobalConstantsAndReferences.reset_speedrun_timer_and_frame_counter()
	GlobalConstantsAndReferences.reset_collected_hot_dogs()
	GlobalConstantsAndReferences.reset_grey_feathers_after_dying()

So even if you're able to get the glitch, quitting resets your collected hot dogs no matter what.

Some smaller things include a 6 (0.1 second) frame window for a successful diveboost once you hit the ground, and also a 6 frame window of coyote time.

The speed for long jump vs. diving is comparable, with long jump being 4.5 units of speed and a dive being 5.0 units. A diveboost is 10 units for 0.4 seconds, then is capped at the softcap of 5.0. Sliding also starts at a multiplier of 5.0 but rapidly decreases the longer you're on the ground. These are all multipliers to your current speed. Walking is a base speed of 18.0 units, minus 5.5 units for friction (i think it's subtractive). Both dives and long jumps allow the player to go past the softcap of speed for their duration. Spin attack has a base multiplier of 7.0, so maybe this is the fastest method?

Maximum glide time is 1 second, and only can reset (in the air) if you stomp on an enemy.

If there's anything anyone else is interested in looking at, let me know.

Patatrox e DylCat ti piace questo
Texas, USAswooce5 months ago

basically this is all hotdogs without those you get from the 50 grey feathers per level, so 15*3 + 12 in the hub, kinda an in-between of any% and 100% as you still would just get 15 gold feathers (end goal still the boss)

proof of concept/pb here:

Info su swooce
Iscritto
9 years ago
Online
today
Runs
173
Giochi corso
Super Smash Bros. Brawl
Super Smash Bros. Brawl
Ultima corsa 3 years ago
41
Runs
A Hat in Time
A Hat in Time
Ultima corsa 3 years ago
36
Runs
Super Smash Bros. Brawl Category Extensions
12
Runs
Pru the Pigeon
Pru the Pigeon
Ultima corsa 4 months ago
12
Runs
A Hat in Time Category Extensions
A Hat in Time Category Extensions
Ultima corsa 3 years ago
11
Runs
Super Smash Bros. Ultimate
Super Smash Bros. Ultimate
Ultima corsa 6 years ago
7
Runs
Twig's Adventure 64
Twig's Adventure 64
Ultima corsa 7 days ago
7
Runs
Super Mario Odyssey
Super Mario Odyssey
Ultima corsa 7 years ago
6
Runs
Giochi moderati
Super Smash Bros. Brawl
Super Smash Bros. Brawl
Ultima azione 3 years ago
59
azioni
PokeClicker
PokeClicker
Ultima azione 2 years ago
30
azioni
Pru the Pigeon
Pru the Pigeon
Ultima azione 4 months ago
22
azioni
Eye Must Jump
Eye Must Jump
Ultima azione 6 years ago
8
azioni
Bite Night
Bite Night
Ultima azione 10 months ago
4
azioni