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Århus, Denmarkpr0te1 month ago

@megatopo The FPS limit does not make sense and people doesn't want it there so it's been removed. I know you argue that you've seen other games enforce some kind of FPS limit, but the games that does that, has extraordinary reason to do so, like major changes in gameplay. Take Resident Evil for example, since you mention it. The weapons do way more damage with higher FPS because of mistakes by the game's developers. In this game we have no such thing. You just see more frames. No gameplay or physics change in any meaningful way. (At least none that we know of now)

Onbekend
Århus, Denmarkpr0te1 month ago

@megatopo I'm not sure what you mean that "this rule does not appear in the game". Try starting a fresh game again. After the intro cutscene, you're taken to the tutorial level, where two messages with blue text fill the entire screen. After pressing continue on them, you gain control of the player and have to break free from the corrupt crystals.

Onbekend
Århus, Denmarkpr0te1 month ago

@megatopo I consult the community. I am part of the official Discord for the game. I also showed you examples of the runners that came before us, who starts timing there. I mean no disrespect at all, but the changes I made are in favour of the community. If you want, then feel free to drop into the Discord and have a discussion with everyone about it. It's not a problem.

Onbekend
Århus, Denmarkpr0te1 month ago

@megatopo Also, when you edited the rules I set up for the categories, it looks like you wrote some of it again in the same field so now there's weird repetition. I want to mention, in case it wasn't clear, that the reason why I changed when timing starts is because starting the timing when getting control is what the demo runners did before us*, and it skips the initial loading making it more fair for players with different specs. It's better than to start timing right before a loading screen, when the game already gave us a point where you can press a button (continue on the lore text) to then gain control, after loading.

*Examples (I posted two but it seems to only show one. Anyway...):

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Onbekend
Århus, Denmarkpr0te1 month ago

@megatopo Can you please elaborate on what you mean by me "wanting to make arbitrary rules that are not in the game"? I honestly have no idea what you're referring to.

Onbekend
Århus, Denmarkpr0te1 month ago

@megatopo I don't mean to be rude or anything, but what you're saying about FPS is nonsense. Yes of course higher refresh rate on a monitor allows you to see more frames, but the game is frame rate independent. It uses delta time to calculate movement. No advantage is obtained using a lower or higher FPS. It just looks better. I can't think of any other games enforcing a rule like this and you're lucky in the first place to even be able to, because the devs included frame rate locking in the options menu. Most games don't even provide this. It does not make sense to include FPS as an obligatory parameter. Again, people can play without a frame rate limit which is totally fine. Another reason is that locking the FPS to something specific, like a very low value, can in some games enable certain tricks which players may want to do occasionally throughout the run, but not all the time.

Onbekend
Århus, Denmarkpr0te1 month ago

I noticed you added an FPS variable as well as adding a rule to require people mentioning what FPS limit they've set. Can you please explain why that is? I can't think of any reason currently why we would force people to lock their FPS, let alone to one of three specific settings (60/120/144). People should be free to play using any FPS limit or none at all. The only usual reason for enforcing an FPS limit rule is if there are certain tricks requiring a high FPS, that only people with certain hardware can achieve.

Zookster en olus2000 vindt dit leuk
Onbekend
Århus, Denmarkpr0te1 month ago

Any% shouldn't be named "Bad Ending" because any% will be whatever ending is fastest, so it's redundant.

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Århus, Denmarkpr0te1 month ago

Cool. I'll get one going ASAP. :) Will you be submitting runs btw? @Ykario

Århus, Denmarkpr0te1 month ago

We can add the glitchless categories as well, no problem.

As for save/quit, I think it would be silly to ban that, especially for any%. Imo it's a basic mechanic of the game and a lot of other games use similar techniques. The loading differences is a problem amongst most PC games. I can just make a load remover for Livesplit and that issue should be fixed.

Århus, Denmarkpr0te1 month ago

Hi!

I thought a thread where people can discuss the categories and their rules would be nice to have. I've added Any% and 100% with difficulty just as a note. The reason for this is because you can change it dynamically, and it could potentially be used strategically within a run, if it turns out to save time somewhere (not that I expect that it will). Also, having the leaderboard split up into too many categories and subcategories is not so ideal if the community is small and doesn't have a lot of runs. If people would like to have the difficulties as separate subcategories, then please let's discuss it here, and we can add it. :)

I winged the 100% category a lot because I haven't completed 100% myself and most likely won't, so if you know more about what should be the criteria for that, then please do let us know here!

Some tricks in Any% are very hard and perhaps someone would like a glitchless category or a "No major skips" category. If so, shoot a message here. :)

topic: Bobls
Århus, Denmarkpr0te9 months ago

Hey guys, and especially @Jitaenow @apoxa @plush @Pluka (anyone reading is welcome of course!)

I just wanted to let you know that things are happening with the new game, and I'd like to invite you all to follow along and join the early playtesting, if you want. We just released a brand new demo on Steam that we're going to showcase at Gamescom next week, but we're inviting a couple of people to try it out early as well (you included.) It has a set of single-player levels and co-op levels, with an in-game time attack leaderboard.

Would love to see you on the Discord, so feel very free to join!

Discord

https://discord.gg/6XJanv9H99

Steam page

https://store.steampowered.com/app/2459890/Bobls/

Jitaenow vinden dit leuk
topic: Bobls
Århus, Denmarkpr0te9 months ago

I can't remember the exact implementation off the top of my head, but I think it counts frames from when you gain control (also in the menu), and pauses when you hit the exit or watch the cutscene. Maybe it also counts during the cutscene? I think plush toyed with that.

topic: Bobls
Århus, Denmarkpr0te9 months ago

Maybe @Jitaenow could join that conversation?

Jitaenow vinden dit leuk
topic: Bobls
Århus, Denmarkpr0te9 months ago

Hey friends!

Developer here... I thought you few legends should be among the first to know. This year and a bit of last year, we've been working a lot on a new game, with the same title. When I say "we" I mean myself and one other developer. We've received funding and signed with a local publisher, which allows us to work full-time on the game. Now, I don't suspect any of you might be going to Gamescom next month, but if you are, we'll be there showcasing the game in the Indie Arena Booth. It's an early demo which will be made available online afterwards.

In terms of planned release and such, we're definitely on the other side of new years. I'm hoping for Q2. As for the contents of the game, it will feature:

  • A full single-player story campaign (don't worry - no heavy story, this game is about gameplay) with multiple worlds/themes
  • A full, but probably slightly shorter, two-player co-op campaign (co-op is insanely fun!)
  • An online universe, much like Mario Maker, with an in-game user friendly level editor, and online level sharing and discovery (endless mode, daily challenge, and much more)

I will keep you guys updated in regards to playtesting, which we will be needing soon and probably again in the future.

I can't stress enough how much it has meant to me over the years, that you've picked up the game and showed interest in it. Even if it was for a short period of time. It has stuck with me and provided much needed motivation over the years. It's a huge part of the reason why a full game is being developed now.

Have a great day, Yours truly! :-)

PS: The game is actually on Steam right now with some super early footage, screenshots and descriptions. It's mostly a placeholder page because we needed to have one.

Pluka vinden dit leuk
topic: Bobls
Århus, Denmarkpr0te9 months ago

Yooo, welcome and congrats with the new record! There isn't any Discord server currently, but there will be next month, hosting the new game that is being actively developed. I think we exchanged comments on YouTube about it. We'll be showing off a small demo of the upcoming game next month at Gamescom, Cologne. The demo will be available online afterwards! :)

Jitaenow en Pluka vindt dit leuk
Århus, Denmarkpr0te1 year ago

Just a heads-up for anyone stumbling upon this game. There's now a full auto splitter available in LiveSplit. Just select this game when editing/making your splits and activate the auto splitter. :-)

Enjoy running!

  • pr0te
Århus, Denmarkpr0te1 year ago

Hey mods. Could you maybe add an "All Levels" category that doesn't allow the level skip glitch?

Århus, Denmarkpr0te3 years ago

Update: I found river skip. Have a look under the guides.

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