So, to be clear, the skip bunnies glitch is allowed. I apologize for not including a description for the modes that directly confirms glitches/exploits are allowed, but the 0:00 fast restart glitch will not be counted as an official time due to the fact that a scoreboard full of 0:00 runs would almost immediately kill interest and competition on the leaderboard. I fully encourage finding further exploits of the game for future runs, anything that adds a new edge to the wr time is welcome!
it's important to note that, although the Double-Damage glitch would be viable for such a category, taking damage also resets your multiplier, which means that you would have to find a trade-off between when the time bonus is large enough to counteract the decrease in score from having to build your multiplier up again. I thought the end-game time bonus had been found/calculated before, but I'll have to do a bit of digging to see if there's any such documentation. But hey, if high score is something enough people want to run, it could lead to some interesting new strats and discoveries! I'm happy to expand this game's leaderboard as much as the relatively small playerbase can handle!
I'm not sure whether 100% would be the right term for it. What does Any% mean for the other two modes, then? I just took it as another way of saying "glitches allowed", but if 100% means both modes then it's a little ambiguous what % is being measured. or, perhaps, the Any% is the title that should be changed. Either way, if you guys are seriously interested in running hard AND easy in the same run... be my guest. I probably won't submit my own time, since that's just a bit more challenge than I'd like to give myself, but I'm in support of it being an official category, and I'll get the category established on the site by the end of tonight for submissions to start coming in.
Fantastic work, both of you. It's clear you put a lot of effort into your runs, and seeing a new potential cut to the best time is always exciting.
Hello, I'm sorry for my absence. I'm very impressed with your new bug findings, it's astonishing to think there's yet more to break and discover with this little game :)
I wouldn't be opposed to it. You're suggesting something where someone has to play through both difficulties back to back as one run?
I think the only hurdle would be: Would we use combined In-Game Time or Real-Time for timing purposes?
Here's the video demonstrating how the game's code can be altered easily using the Pico-8 program. All it takes is knowing the right line of code to change and...
Another thing I might add is a requirement for top 3 runs to show the source of the game - i.e. show the webpage it's in if playing online.
If you're playing the game through the actual Pico-8 (yes, I bought Pico-8), then you can modify the game's files at will and, I suspect, that would make it possible to speed up the rate at which tiles spawn after you pick them up. I'll need to confirm this, but if that's true it means It was a good idea to use a stopwatch on runs
EDIT: Confirmed this, will share the video in a following post.
Hey everyone! I'm happy to see that there were quite a few runs submitted over the last few months while the previous mod was away, it's wonderful to see there's still interest in this game!~ As some may have seen, the old moderator has been removed, and I have been assigned mod instead! As of posting this, all submissions have been reviewed, and I'm now working on polishing up the rules/formatting on the leaderboard. Nothing major will be changed for existing runs, but I do want to make sure that submissions look as polished as possible. Of course, nothing will change without the community agreeing on it first! That's why I'm making this post. Below are the changes I would like to make, and I want to hear your thoughts on them.
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Game Audio required for top 3 runs - A lot of the runs I went through either had muted audio, or music, rather than game audio. Some runs just had oddly distorted audio. Lacking audio generally makes runs a little bit more suspicious, and it makes strange visual artifacts a little harder to dismiss. Besides, I don't see many reasons why a runner would be unable to record game audio. If there are external circumstances that make it impossible, I would be more than willing to accomodate to the best of my ability.
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Ditch RTA entirely? - although the board already kind of reflects it, RTA isn't used for this game. As such, I don't see much of a reason to include a timer at all in recordings. I'm not saying to ban it, and I'm not saying an RTA timer should invalidates submissions, I just want a final statement as to whether we should bother including it at all. 2a. sidenote - if you guys do want to include RTA, then we'll need to come up with standards for starting/stopping the timer. As of right now, there aren't any firm timing rules.
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The Double Damage Glitch - The topic has come up before, and I'll raise it here as well since I'm using this board for direct discussion on changes. Should we make Double Damage runs a separate category? or a variable on runs? I was considering making it a variable for now, so that I could quickly mark current and future runs in preparation for the case that the categories do get split. My personal opinion is to keep the categories together for the moment, unless/until the game receives a plentiful number of runs both with and without the glitch.
Those are the 3 things I wish to discuss with you guys, so please feel free to pipe in! Also, don't be afraid to suggest changes you'd like made!
For simplicity's sake, I'm removing RTA times so they won't show up on leaderboards, since submissions are coming through with RTA times. Since there's no guidelines/ground rules for when timing ends on RTA, it's impossible for me to confirm/correct RTA times anyway.
What are you asking specifically about the double damage glitch? I don't see too much of a necessity to split leaderboards over the glitch, since it's just about the only one found in the game. I feel like it adds a higher skill ceiling to the leaderboards as is
It's worth noting that streaming to Twitch, even with that advantage, can be a bit difficult. My internet and living conditions both make it nearly impossible to livestream, so I have to record everything offline. If you're going to Stream, OBS Studio is a good option, but if you're ever considering becoming a full games Streamer I recommend Streamlabs, which is like a reskinned OBS that includes widgets like Donation trackers and on-screen Popups when people follow you. very nice.
Well, I don't know if you saw the reply on the request forum, but they denied you on the grounds that you did not have a pending run yourself.
I don't know why that entirely disqualifies you, but either way I submitted my own request to be mod then.
If PickleWickle is going to be denied as a moderator for not having a pending run, then I would like to submit a similar request for the game https://www.speedrun.com/just_one_boss Risible, the only mod currently listed, has not been online for 9 months, and doesn't appear to be responding via Youtube since there was a post 1 month ago asking them to verify a run. Even if my pending run doesn't meet the 21 day grace period, there are obviously other users who have waited longer than that. Some user should be appointed at the very least a Verifier, if not a regular moderator. I would be willing to take on the role, I would be happy if PickleWickle was given the role. Either way, the game's board is currently frozen where it's at, despite there being a fair number of players still interested in it.
This post is to serve two purposes.
- Potentially, forum posts notify moderators, and might cause Risible to log in
- Asses the demand/activity of the game
Today, I notice Risible has not been active for 9 months, and when I went to make a request for new moderation I saw that PickleWickle has already made a request to gain moderator. Personally, I'd be happy with that decision. I don't think I would make for a very active mod myself, but I would also like to see a new mod. I don't feel like anyone would object to this, but it should be fair to have some level of discussion
Cant Steam detect that youre using SAM and punish you for 'cheating'?
I've tried to get my own Portal set up for the Chaos%, but I cannot get it to work properly. The video on here only gives the link to the .bat file, not the AHK file, which is easily remedied, but the .bat file seems to act differently than in the tutorial, possibly due to an update or something similar? The issue I am having is stated in the comments of the same video, but it hasn't been replied to with any solution. It reads: "After selecting my cfg folder, for a brief moment I can see the chaos% title screen before the batch file closes on its own. Any ideas whats going on? Any help would be very appreciated."
Is it possible that the .bat file has had an update, and as such there needs to be a new tutorial? or is this is misinstallation on my end?
Thank you for that, I really wish I could get the DD glitch myself as that would really help reduce the time but... well, that's not been easy. My reflexes are a little too late and so I go "OH I COULD HAVE DONE THE THING" less than a second after the coin hits the ground. disappointing, but it is my fault
I might be wrong but based on the explanation that's been given about how the game functions/how the double-damage glitch activates, I have a theory on how to carry it over between phases: If you have two tiles on the board, and manage to leave them there until after the boss changes, wouldn't picking them both up THEN continue the glitch? And even with one, do you think there's a flag in the game that says whether it can spawn another damage tile after the boss's transition? I would say, when the boss is down to his last hit, take the oldest damage tile and leave the most recently spawned tile. the game might spawn a second tile and then you would be able to pick both up? Obviously, I haven't read the code, and I haven't been able to create the glitch myself in normal gameplay, so I cannot test it, this is just hypothesis based on what information is given about the glitch in the guide for it.
So, due to site complications, my original post was not actually posted. Here's my best recreation I watched the first place run, and noticed that the setting for "Limit framerate" in Projest64 was unchecked. To my knowledge, that means the game is running at a higher speed (almost double). The audio is noticeably sped up, as are the animations. Now, I could be very wrong, and it could indeed run at just the same speed, but as far as I can tell it's essentially PJ64's version of turbo