Saves: In case the game supports loading save files from external sources, this is the place for them. For example, a save file of a game with 100% progress completion (for practice), so runners won't necessarily have to complete the entire game themselves.
Splits: pre-made Livesplit files, if runners want to use them
Patches: different versions of the game, or modified versions of them for any purpose.
Most of my dreams (that I don't forget when waking up) come in a form of an adventure-type game. It's either me alone, or me in a group of random people I know; in a mission to do something, set in some scene of a video game or movie.
For example:
- In one dream it was me, 2 friends from elementary school and Hermione Granger (played by Emma Watson). We had to save the queen of England from Dracula, and we were in the castle from Castlevania: Symphony of the Night.
- Another dream was me in a group of several people, and we were in an adventure to cross the entire country. The majority of the dream happened inside an active volcano with platforming sections.
Note: I did some restructure to the game code, and the new link to the practice version (with level timers): https://or321.github.io/sleepy-knight-autosplitter/practice
I update the original post as well. The previous links will not work anymore. I also updated the original post to show the latest data on the practice version.
Specifically, I don't think you should allow it for full game runs. After beating any level, runners can advance to next level slightly faster than the normal transition time, and you wouldn't know if it happened (unless you manually check all the load times between levels).
Similar to my autosplitters in the other Eddynardo games, I made a custom version of Sleepy Knight that allows you to cycle between levels for practice:
https://or321.github.io/sleepy-knight-autosplitter/practice
This version is intended for practicing the levels of the game, or doing IL runs. You can manually move between levels by pressing "+" or "-".
Remarks:
- Full-game runs can't be done on this version.
- Each level contains a timer and a "WR time" information for that level. The WR time is manually written by me, so new WRs will take some time to be updated.
- I added an FPS counter at the bottom for extra information.
- I recolored some of the game tiles from green to blue/purple, to visually separate the practice version from other versions.
- Besides from the visual change, nothing else was changed in the gameplay itself
- The game canvas is automatically resized in relation to the window, so you can resize the window as you like to be comfortable. You can also enter full-screen mode with F11.
- Escape key will quit to the main menu (even though it's quite useless in this case)
Can you check that this desync happens only in runs done on the Xbox One, or maybe it happens on PC too?
I had a similar issue in other games, where IGT is desyncing from real time and becomes slower. Mostly it boils down to how the developers of the games handle lag:
- One option is to skip lag-frames and then the IGT continue as normal, but the gameplay might look a bit choppy
- Another option is to slow down the physics of the game to catch up with the lag - gameplay seems continuous but the IGT is slowed down too.
In the second option we usually went for tracking IGT, even though there are cases where a slightly longer RTA run might have shorter IGT time.
On the same topic, here is the best game of all time: https://www.newgrounds.com/portal/view/376149 Edit: apparently it's a Flash game, so I don't know how to play it now. It's not on Flashpoint.