Commenti
Cumbria, EnglandpetaQ9 days ago

How awesome you have notes! You could post them in the forum, or a pastebin you could link to, whatever's least work for you. Any cliff thoughts you have/remember on movement, or stuff that a new runner should pay more attention to, would be great.

Cumbria, EnglandpetaQ10 days ago

Wondering if you could make a brief tutorial for the run?

discussione: Baby Boom
Cumbria, EnglandpetaQ22 days ago

Now that someone has finally given me a mod job to do, I've updated timing rules to what seems most sensible, and retimed the existing run.

Time starts on fadeout of title screen. Time ends when the baby counter shows x00 in the music stage.

I'd love to hear any thoughts/feedback on this in case it can be improved.

Secondly, I wondered does anyone have interest in a money category that involves actually playing skilfully in the bonus stages. If you successfully glitch the level one for baby grabs at the tube, and prevent damage, with perfect play it is possible to reach $20,000 before game end. However, that is inconsistent. $15,000 might then be a fairer goal.

Thoughts welcome!

Cumbria, EnglandpetaQ22 days ago

(Written with google translate)

O cronômetro do jogo conta frações de segundo dos pontos de verificação duas vezes. Nós os tiramos manualmente depois que o tempo da corrida aparece para obter o tempo correto :)

Theusxgames piace questo
discussione: Air Rescue
Cumbria, EnglandpetaQ1 month ago

I noticed from playing that the hostage count ticks down really quickly on a first pass and yet we've been waiting at the helipad at the end of levels. Checking this out, it turns out as soon as you despawn the hostages on screen, they'll count immediately and you can advance slightly faster.

With that in mind, I think it makes sense to change the run end point. I'd suggest the frame hostage remaining count reaches 0 as an unambiguous point. Thoughts welcome!

Cumbria, EnglandpetaQ3 months ago

I'm looking at any% no ACE and noticed clever runners hugging Dethl at opportune moments to take half damage rather than hit the arms, but I'm not getting it consistently. Is there a timing window, or does anyone have specific hitbox info for when the arms take priority?

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