well 40 60fps frames is 0.666666666666666_ (an infinite number of 6's) seconds, so in order to round that you would need to change the last 6 displayed to a 7 because 6 rounds up
@0zrey_ run this https://www.speedrun.com/iwbtorbittrap and I'll try
u don't need a super good time on it I just want there to be more runs on the board :3
@CalebEggins micro-adjustments and a LOT of practice on each level individually I guess
most if not all of the skips I use here were found by @CapTheCat6 by the way, so all credit for the run goes to her -w-
so the old runs have a 1 frame advantage now and in theory could be retroactively unbeatable? awesome! 😭
ok what the hell is this timing method 💀
why does cake walk obby allow gears and use the in-game timer but the others don't allow gears and use manual timing I'm so confused 😭
welllll I'll retime the top 3 runs manually and see if they're accurate or not, hold on
Hiii! I was messing around today and I discovered a pretty significant glitch that can save a second in full-game runs by glitching out the end-of-game timer.
I don't think this should be allowed in submitted runs under any circumstances but I'll still explain how to do it / how it works below.
When you beat a level, your final time is added to the time list at the end of the game as soon as the timer stops.
If you restart a level after the timer ends, the next level doesn't start, but the game thinks it has.
As a result of this, if you beat level 1 with a time of 10.1, restart the level before the next level loads, and then beat level 1 again with a time of (for example) 9.9, the 10.1 time will be attributed to level 1 at the end of the game, and the 9.9 will be attributed to level 2 at the end of the game.
This works on every level, but it only saves time if done on level 3.
Doing this trick on level 3; the game will add whatever time you get on level 4 to a "level 5" slot which doesn't exist and is therefore ignored and completely removed from your final time.
Here's a run where I use this trick to get a time of 36.06 (currently a half-second(ish) improvement from record)
You can see on level 3 I get a time of 5.67, restart, get a time of 5.77, then move on to the next level.
Then, on level 4; I get a time of 7.76, which is missing from the end screen and replaced with the 5.77 I got on level 3.
So, in this case, this glitch saved 2 seconds.
I will not be submitting this run, because I don't think this should be allowed.
I think this proves it:
during this session my 4 level times were; 9.90 (listed 10.39 at end), 11.4x (not recorded :c) (listed 10.62 at end [lower than real time lmao???]), 5.61 (listed 10.19 at end), 6.73 (listed 10.30 at end)
these discrepancies are seemingly random between each level (0.41, -0.7x or 0.8x, 4.58, 3.63), and one of the end times being lower than the real time implies this isn't caused by delay at all, but rather some other bug with the game's code
I imagine this can be influenced by people's hardware and/or browser, or maybe it's a floating point error (who knows)
either way hopefully this is enough for the mod to make a some change to how runs are timed
anyways I've done everything I wanted to (again) so I'm done here for now
cya