This only works for ILs at the moment. But, if you are feeling adventerous, it could probably be expanded to full game, too.
https://github.com/jbzdarkid/Autosplitters/blob/master/LiveSplit.Sausage.asl
Hey all, I finally finished re-recording the TAS using RBDJellyfish's strat for the cutscene skips. I'm uploading it here since (as far as I know) it contains the fastest solutions for every level in the game -- so it's an important reference point for future runners.
There are a handful of ILs which can be improved using these strats; I did not do so myself because they were incredibly frustrating. I leave them to some other adventerous runner: Wretch's Retreat (-9s) Toad's Folly (-8s) Widow's Finger (-6s) Skeleton (-7s) Folklore (-5s) Captive Hydra (-5s) Split Face (-6s) Suspension Bridge (-8s) Apex (-7s) The Stone Tree (-7s) The Backbone (-12s) Baby Swan (-6s) Shy Dragon (-5s) Lovers' Sadness (-7s) The Nursery (-16s) Canal (-8s) Loft of the Spirit (-8s) God Pillar (-22s)
As extracted from game files.
https://gist.github.com/jbzdarkid/440ef052bfed0c6b0145f1717cf4cb1f
Mack, I'd recommend two categories (at least to start off):
- Any% (Finish the game with any number of fates marked off, presumably 0). Timing runs "Begin" to "The End"
- 100% (Finish the game with all 60 fates marked off), same timing rules as above. The only other category I can think of would be Any% (The Captain Did It), or (almost equivalently) All Achievements.
I've updated the autosplitter (for my own purposes), so it will split on every door transition. I also cleaned up the pointer scans and code a fair bit.
All the original settings are still there, so there shouldn't be any differences vs. the old splitter. Is it OK for me to push this update?
I'm not sure if they should be levels or full-game, but Moustachium and 63 Corvi (DLC) should be somewhere on the leaderboards.
Hi, I'm a runner of Parallax, and recently a runner has been submitting using an older patch. There's no issue with this (it's available via the steam beta participation), but I've added in a sub-category for it, to keep them apart.
However, I'd really like it to show ¤all¤ subcategories (aka all game versions) when someone wants to view times. Is there a good way to do this?
In the spirit of making the game a bit more fair to those of us with slightly worse computers, I'd like to remove the load times between levels and also the starting cutscene from timing. Implementation is fairly simple: As long as there's a standard autosplitter, it's a few lines of code away.
This would mean that (like most other games), timing starts on 'gain character control', ends on 'lose character control', and skips loading times.
Could you redo some of the screenshots for http://darkid.webs.com/talos/index.html? Specifically, I'd like some overhead shots for B6, C4, and C7 since the photos aren't totally clear.
If you think that listening to the greatest speech ever given about game design is just 'waiting', then I don't know what to say. We just have different ideas of what is interesting. Maybe you already listened to it, so what? I have listened to it at least 12 times at this point and I still get new things from it.
Also, this attitude of 'only do things that are very convenient for the player' seems to devalue the core idea of this style of game design, which is to explore for interesting phenomena, and to highlight those, and to make maximum use of the ingredients at hand.
So I don't think we're getting any 'click here to skip speech' buttons any time soon.
Irrelevant for most categories, but I felt like I'd post this here. This is a list of all the sigil puzzles solutions, minimizing rotations. The cost function I'm currently using assumes each rotation is equal cost, if you'd like me to run the algorithm assuming e.g. 3 rotations per piece is 2x as expensive as 2 rotations, just post here.
Edit: I don't have solutions for Road to Gehenna DLC because I didn't ever find the original piece rotations. Edit2: DLC solutions posted; list updated to include right-click pickups.