Comments
thread: DeadCore
United KingdomTewi_TV7 years ago

I've found that jumping whilst dashing/towards the end of the actual flip part where you're still being pushed by the wall helps a little bit with consistency, but that might be a placebo of "going higher", who knows. Good luck o/

Tron_Javolta likes this
thread: DeadCore
United KingdomTewi_TV8 years ago

I've found that allowing yourself to slide slightly before curveboosting a flat surface helps, especially on that painful dash powerup skip in Void. However I'm by no means consistent on that trick and I oftentimes don't get enough height. The clips stopped happening for the most part when I stopped pressing WASD movement keys.

With a little testing, Ultra seems to work well for me if I'm getting a stable fps. Once it starts getting choppy it's a little more difficult, but definitely allowing yourself to slide slightly seems to help. I tended to not get as much height with Low settings, clipping felt the same.

thread: DeadCore
United KingdomTewi_TV8 years ago

If you're really unsure about going through the lasers, and you die often, then yeah that would 'save' time, but only time that would be wasted due to dying.

Once you get through those lasers just fine that's a sizeable time loss since you're not taking the direct route.

thread: DeadCore
United KingdomTewi_TV8 years ago

Updated. Azaraki, your Pure run has been moved from Glitchless NG+ to Pure NG+.

Categories are now:

Pure NG Any% Pure NG+ NWNM [No Wallclip No Mega] NG Any% NWNM NG+ Glitched NG Glitched NG+ Glitched 100%

thread: DeadCore
United KingdomTewi_TV8 years ago

Going to update glitchless category into "No Wall Clip + Mega Jump", and make new Pure Glitchless [No glitches at all]. Let me know what you all think.

thread: DeadCore
United KingdomTewi_TV8 years ago

Since we've got a larger pool of runners to chime in on this, it's a good time to ask.

Would people like to see the 3 categories be NG and NG+ variants of Glitched, 'Glitchless' and Pure runs? [So all in all, 6 categories. 7 including 100% which we will keep as Glitched.]

Glitched: Any and all glitches allowed from the current patch of the game.

Glitchless: Disallows "gamebreaking" glitches - Wallclip, Gravity Fling, Megajump. || Allows Curveboost, Superjump.

Pure: Disallows all glitches including Curveboost, Superjump and any future glitches that may be found [after discussion.]

thread: DeadCore
United KingdomTewi_TV8 years ago

That's insane. I had a hunch that you could jump on them but never got around to testing it. Useless for Any% runs since you have dash but with low% that's a fantastic trick.

thread: DeadCore
United KingdomTewi_TV8 years ago

Good stuff! Works as a great backup strat, of course landing the dashboost would be faster, but this will help.

So long as you get the curveboost first try, too.

thread: DeadCore
United KingdomTewi_TV8 years ago

Confirmed working on Windows 7, 64-bit.

Fantastic work. Seeing as you're familiar with this kind of stuff, shot in the dark here but is there a way to remove/disable the unskippable intro videos or otherwise make them skippable? As in the 5bitsgames and Bandai Namco intro videos.

Thanks again for this great work, Standalone.

thread: DeadCore
United KingdomTewi_TV8 years ago

About the "Restart Cycle", you couldn't make it so that "Restart Level" deletes the save file + restarts to level 1 instead could you?

I only ask this since people that may run NG+ need Restart Cycle in order to restart their runs.

Cool stuff nonetheless.

thread: DeadCore
United KingdomTewi_TV8 years ago

Mega useful. As a matter of fact that simplifies the Level 5 boost I found yesterday, since the position of the cube can be manipulated by the player based on proximity, it's just a case of luring it over and landing the boost.

thread: DeadCore
United KingdomTewi_TV8 years ago

So these are all incredibly super difficult, but shaves off up to 1.5mins off Ascension. With a perfect run getting all of these first try, a full run could probably get down to around 15.30 or so IGT.

Thoughts on these?

United KingdomTewi_TV8 years ago

Just a question as I'm wanting to run the game, does it have to be played and captured via PS1/PS2 capture for the run to be considered valid?

I'm learning by using the ePSXe emulator, and while I do own the game on PS1, sadly my disk is a little scratched up and softlocks the game in the Temple of the Sun.

Was just wondering if emulator runs are valid. Thanks in advance.

[Edit] I dun goofed. I just noticed the [emu] tag on runs on the leaderboard.

thread: DeadCore
United KingdomTewi_TV8 years ago

I'll post it here for clarity, as I said on your stream, despite being able to see through it, you cannot get through that small of a gap through ordinary means without using the wallclip technique, so it's counted as a wallclip.

The argument that "We don't know how large the player body might be" is null since we have to assume the hitbox of the player [regardless of model size] is large enough that it cannot get through that small of a gap normally.

As a result, I'm of the opinion that this [and any other similar wallclips] are disallowed in glitchless/superjump only runs. If we allow a gap this large, how large of a gap do we allow? How small of a gap is disallowed? We also run into the problem that many of the surfaces in this game can be seen through at the corners if it's next to another surface.

TL;DR - If you can't walk through it via normal means, but can dash through it, its a wallclip.

thread: DeadCore
United KingdomTewi_TV8 years ago

I couldn't seem to activate them via the setups that seemed to work for Sigma [aim / standing positions] when I hadn't gotten within a decent range of them. What's interesting is that the 'first' generator [the one after the dash-from-slope area] can be 'sniped' from where the gravity field is, perhaps the generator spawning is tied to Line of sight as well as distance, if not just line of sight?

I know this because by super dash-boosting off the moving jumppad below the generator, I was able to get extremely close to the generator, within a few meters, but not actually seeing the generator, so if it spawns based purely on proximity, I should have been able to activate it. Despite shooting at multiple locations near the generator, I was unable to activate it, despite having got within a few meters or so of the generator, without actually having seen it.

thread: DeadCore
United KingdomTewi_TV8 years ago

We haven't really done FPS-based testing on the game itself, though there are very tight timings for Super / Mega-jumps. Lower FPS is obviously a contributing factor to missing certain tricks, but whether low FPS makes it intrinsically impossible to land as opposed to just making it difficult due to the smoothness of the game is uncertain.

In my experience, Charged makes a difference when you do not have the Blast "Rocket Jump" addon you obtain in level 3. However, with the "Rocket Jump" addon, in my experience, it feels like I go the same height charged/uncharged. That being said, Sigma feels otherwise and until we do some testing on it (I'll probably have a go at it today) we don't really know.

thread: DeadCore
United KingdomTewi_TV8 years ago

If you'd like, I can alter it, just send me a redraft of the guide you posted so I can copypaste it in [Lazy mods :O]

thread: DeadCore
United KingdomTewi_TV8 years ago

Still working 'glitches', which is up to your definition of a glitch:

Wallclip Dashboost Curveboost SuperJump MegaJump DashJump Wall FlingĀ¤

Patched: Gravity Fling, Patched 1.2 Blast Abuse [rocket jumping up vertical or otherwise unscalable angles], Patched 1.1

thread: DeadCore
United KingdomTewi_TV8 years ago

Wall clipping imo clearly isn't intended, since a wall is a wall and you shouldn't be able to pass through it. And in DeadCore there are no game mechanics that allow you to go through certain [or in fact, any] walls.

thread: DeadCore
United KingdomTewi_TV8 years ago

Absolutely, any feedback on the categories is great. I know that Azorae has mentioned before that super/mega shouldn't really have a distinction between the two and that, as you say, if one were taken out you'd have to take the other.

Essentially, super and megas are the same thing.

However, I'm not too sure about removing supers just because after a little practice, they're easy enough. Megas, however, aren't.

The issue is would it be too arbitrary of a category to allow supers but not megas?

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