Various questions
8 years ago
Lorraine, France

Hi,

Just some questions to those who have played quite some time to this game now :

  • Is there some tricks in the game that are framerate dependent and if you have low fps, you may have more difficulties to do it that if you had way more fps ? I saw that in a stream chat. And if anyone has more details, that would be nice.
  • Does a charged blast jump makes you jump higher than a not charged at all one ? I don't think so but i couldn't give a sure response to this question.

Also, cf. the title of this thread, feel free to ask any question here too.

Canada

It's possible that low fps could cause you to miss the input on super or mega jumps (given that the window for the input is around 20ms), but I haven't played at low fps so I couldn't tell you for sure.

I've been told that once you have the rocket jump powerup from level 3, all blast jumps give the same height, but I don't believe that to be true. Charged blast jumps still seem to give slightly greater height -- I could never do the fast climb to the level 4 spark path in NG+ (see ) without using charged blasts.

United Kingdom

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.

New South Wales, Australia

I can say with 100% certainty that the amount of force and the radius of the explosion from a blast increases linearly based on the amount of charge used in that blast, the actual code looks something like the following:

c = currentCharge / maxCharge force = Mathf.Lerp(minForce, maxForce, c) radius = Mathf.Lerp(minRadius, maxRadius, c)

AddExplosionForce(force, [location of the blast], radius)

When you pickup the Rocket Jump+ power up, I think it just increases the minForce and maxForce variables, haven't been able to pinpoint any specifics on what Rocket Jump+ actually does yet.

http://docs.unity3d.com/ScriptReference/Rigidbody.AddExplosionForce.html http://docs.unity3d.com/ScriptReference/Mathf.Lerp.html

Lorraine, France

Interesting, thanks for the answers.

I just did some tests about superjumps with AutoHotKey. Apparently, on an unactivated jumpad, if you jump before activate it, you'll never get a superjump. But even if you click then jump, the superjump isn't 100% guaranteed. I don't know how the accuracy of AutoHotKey is anyway. I used this little script (i inverted the keys to test both) : [quote]XButton1:: Send {LButton}{Space} return[/quote] Btw, i assume all this kind of stuff (macros, etc.) is prohibited right ? Though if it's really the case and a same situation will never secure a superjump for instance, i'd like to know your opinion about that.

Also, since i got a boost in lvl 3 i didn't expect, i just did it again, here is a video. I had the refill+ from level 4 so i don't know if it's usable, probably not :(. I wanted to see if i could do something similar as an alternative of the super dash jump at the end of level 3 but the last part of the platform is not vertical enough, it blocks you. I've also tried the new skip Sigma found with the corner boost in lvl 3, i did it 2 times but it seems quite hard to do consistently (and again i had the refill+), but here is a video too (missed the dash jump so the "backup" is shown too). Maybe should i put this stuff in a new thread for skips & related ? I didn't want to without some tests in proper ng glitchless conditions.

Canada

I've messed around with jump pads using the cheat engine to slow things down ( http://www.cheatengine.org/ ), so I can shed some light on the jump timing. When you activate a jump pad, it takes 10-20ms (seemingly randomly) before the beam hits you. Then, the sound of getting hit by a jump pad plays, and 20ms later, you begin to hear the "air whoosh" sound associated with rising or falling quickly. It's in the 20ms time between the jump pad hitting you and you beginning to move that you press jump to cause a super or mega.

Thus, I believe your script would function a lot more consistently with a sleep to account for the time lag between activating a jump pad and it actually hitting you:

[quote]XButton1:: Send {LButton} Sleep 20 Send {Space} return[/quote]

Of course, all that said, using scripts in a run is prohibited (though it would be impossible to tell, so it's just an honor system).

That slope boost in level 3 is actually used in 100% since you have to go down there to get a log (I just usually don't get it that high) -- . I think it might be faster as well in glitchless, but it certainly wouldn't save more than a second (since you're going past the jump pads to get there) and I'd say the difficulty makes it not worth.

I found a much more consistent setup for that edge boost -- rather than walking off, you just step back slowly until you begin to slide, and then just hit dash: