I made one where the timer stops: --- :)
EDIT: better one with splits: https://scratch.mit.edu/projects/490564703/
I still don't understand how you arrive at the times.
So here are the frames from the start of Sawyer's 7 video:
^ this one is actually very slightly lower, so I don't know, if it's first movement
Which one of these is the starting frame? Though no matter which one it is, a time of 7.18 is still impossible, when time increments by 0.0333 seconds.
EDIT: btw I now think the weird ending in Sawyer's PB is due to the brown flash not being captured, so it looks like an instant transition, when it's not.
So I assume time starts when the character resets (or the timer resets to 1), but when does it end? When you touch the last star or when you appear in the final room? I see Sawyer just instantly goes to the room on touching the star while I always have a delay of 0.083s+.
The version with the timer with milliseconds linked in the rules doesn't stop on finishing sadly, so I still use the old one to just see, if it's 7 or not.
EDIT: Oh and the timer should be somewhere you don't have to click. I can just drag it away while editing, but I'm too dumb to find where the timer is defined in the code.
I wish there were several changes to how editing a run works:
- under "Runs awaiting verification" an edited run should be distinguishable from a new submission and it should show what was edited with the old and new values
- you should be able to get notified when a mod edits your run (and again see what was edited)
- the audit log should also show what exactly was changed
The exponential growth is way too big. Any run that did the correct guess 10 times in a row would be rejected due to the unrealistic 1:12748236216396078174437376 chance alone (unless there's a luck manipulation).
Oh fug, I thought I'd have an eternal record. Kappa
Can you explain how you time the milliseconds though? Since both my Sawyer's run are 30fps, the assigned times should be impossible.
That's pretty much how I used to time it, but I now added rules:
Time starts on selecting the number of sets and ends on winning the final match.
Frameprecise timing: Timing start: The last frame that the text "HOW MANY PLAY" is visible on. Timing end: The player's dice disappearing.
I don't think milliseconds are necessary yet.
It might be coming a bit late, but personally I don't like this "trick" at all. You manipulate files in the game directory instead of doing anything in the game itself, so I don't think it should even be considered a valid technique. Also there doesn't seem to be the issue that exists with time-based RNG like in Solitaire XP, where there are plenty of ways to pass off a known practiced run as a random run. Simply requiring the last reset to be shown should be enough to ensure fairness (besides Cheat Engine maybe).
My 0s Beginner run was with RNG manipulation. I'm pretty sure there was no rule against it at the time and I just now noticed that there is one now. I'll just try again with the much more sophisticated "hold F2 on two keyboard and spam Enter" method. OneHand
Or better yet download the offline version and don't deal with the browser. There is (annoyingly) indeed some lag at the very start of the game (falling to the ground), but besides that the game should run smoothly. Your submission however somehow is faster even on fixed time sections like just holding right in the long corridor: 5.673s for you 6.133s for me and Crystalline Mind
What about having a Mods leaderboard like https://www.speedrun.com/celestep8mods instead of one leaderboard per mod?