The 2-3 inputs after the 2 credits roll are post-game so, for me, they are not part of the run. Plus it would make you wait 5minutes for nothing.
Adding the IGT can't hurt but it only shows minutes so it's not really relevant.
I personally consider the cutscene skip and especially the text skips as a part of the run and starting at ember's wakeup would mean ignoring these inputs which would cut off things that can impact the run.
Still, we could agree to move the start to the wakeup input if it can help people to reduce the inconsistent start time since the inputs are very minor but the thing is that if there are inconsistent times for the first cutscene/scenes to load, there are really high chances that it is also going to be the case all over the game.
I think it could depend. If for example there are xbox and switch runs and that xbox loads are a lot faster than switch, the IGT will put them on the same level while it would have been a no match with RTA.
But yeah imo, the only fact that the time used would be inaccurate, which would mess all the fair comparisons of any sort regardless of the support is a really bigger problem.
For the last cutscene/credit, it appears that the playtime stops at the very end of the cutscene just before the credits which were probably the reason why my IGT was higher than my RTA so I think that solved my first problem about the IGT.
I already know exactly how the IGT works since I've made the load remover to work very closely with the IGT (without the issues). Basically the playtime is updated each time the game saves, mainly during scene transitions and some events. At each saving, it adds the time since the last save minus the time of loadings, which is pretty great. BUT the thing that makes the IGT very bad is that it only saves the seconds as a whole (without the decimals) which means that the added time will always be rounded down and then added to the playtime.
For example, if you start and do 2 transitions as of 12.7s and 10.9s your time will be 12+10 -> 22s of playtime. If someone else does 12.1 and 10.2 it will also be 22s while you clearly took almost 2s less.
It's only 2 transitions here but if there are roughly 100 transitions for the Any%, between the best and the worst, the difference could be 100s which makes the IGT very inaccurate.
However, since consoles don't really have the choice to either use IGT or real-time, I don't know if an inaccurate IGT will still be better than using a real-time.
I've only set the RTA as of now because I've noticed that the IGT probably isn't very reliable as the IGT on the run I have on the leaderboard was a lot higher than my RTA. It was probably the time of the run + cutscene/credits while it normally only counts the run time.
I'd also be for using the IGT to allow easier and more fair cross-platform timing if it's reliable but if this kind of problem can happen it's going to be a bigger problem.
But we can still add the IGT as the secondary timer and see how it behaves across people to see if it's reliable enough to be used as the primary timer or not.
Amendment. The site got some theme features brought back so it's possible to get a cool layout again. I made roughly the same changes than for the last time. I hope it'll make you want to improve the theme in one way or another. 👍
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Custom (still not sure for the gif ship 🤷 )
The one I made is based on the In-Game Time but I could make it work for the loads instead. However, it would need to retime every run on the leaderboard and force people to use Livesplit/autosplitter for every category while the IGT problem only occurs for Gwarlock.
Imo, the best would be to keep the IGT timing while adding the Gwarlock's in-game mission time to the final IGT like I did in the comments of my Gwarlock runs.
The current script version already allows to see the mission time before being erased (as seen in my runs) but for a clean fix, I'd just need to implement the fixed IGT in Livesplit by adding the Gwarlock's time to the IGT in Livesplit(as it should have been done natively in the game) while being discarded in the game.
If you know nothing about web development then yes is tricky. Otherwise, it's only 3-4 lines of code.
The process is to run javascript scripts on the web pages (I use Tampermonkey but any alternative works) so when you open all the runs(by a script or manually), the script automatically click on the Edit Run button, modify the data you want to change (here the platform but can be anything) and then click on the Submit button. It's exactly what you would do manually but done by a script and automatically.
If you have a dev in the moderators, a trusty runner or at least some basic knowledge in web dev they should be able to do it.
I hope you'll find a fix but in case you don't find a working solution in the few days, I'll be glad to help.
No @ThePigKing is right.
There's indeed a leaderboard and a series but the leaderboard is a duplicate of the game Ball Race within the series. Tower Unite is a minigames game so the series decided to split the minigames in proper leaderboards for every minigame (Ball Race & Minigolf) while the game leaderboard made one leaderboard with the game name but the categories are for the Ball Race minigame.
I don't know which setup is right/better since I don't know the game but that's a duplicate for sure.
I do not want to be mean, but that's your fault here (not necessarily you but the people who did setup the game like this).
If 90%+ of the runs are done on a Wii, why the platform was only set to GCN beforehand? I agree that the site doesn't offer a lot of tools regarding massive changes on runs but changing the default platform of all the runs because the previous default one was incorrect is not something planned by the site since it would be more of an error fix for a bad use rather than a real feature.
Anyway, I had roughly the same problem when I wanted to set up a load remover while already having a lot of runs on the leaderboard (~700). When I was adding the time without loads column, all the previous times went into the loadless column instead of the real time and I couldn't change that so I was stuck like you. (here is the thread link for reference)
Since you can't edit the runs from the API (which is mostly made to get rather than set runs) you can make a script as I did for my problem so you can add back all the platforms you want and run a script to automatically open/edit/apply all the leaderboard runs. It's not as simple as changing the default platform as you'd wish but that's the only choice I found back then aside from doing it manually or waiting for a speedrun.com mod to edit/fix all the runs (considering they can).
Hope it helps.
Hi. I've done all the simple bounty categories so far (Billy, Feathers, Von Guu) in both Normal and Hard and wanted to try running Gwarlock as well.
During my first run of Gwarlock, I noticed that the In-Game time doesn't use the time spent during the Gwarlock fight (both phases) but only the times of the 12 missions (Billy, Feathers & Von Guu ships).
First, I'd like to know if this is known and, if it is, why using the In-Game time over the Real time or a kind of custom/fixed IGT for Gwarlock categories since Gwarlock fights are quite long, tricky and crucial as a part of the run? You could spend an entire hour doing the fights while not making any difference in the final time used to rule the leaderboard which is really weird from my standpoint.
EDIT: I've submitted my run (link) so you can see the behavior of the in-game timer.
Thanks.
Hi, a few weeks ago, when I started to play the game and wanted to run it, I looked at the game page and saw there was no custom theme. Since the game is really gorgeous, it's a shame not to have a cool theme so I tried to do something. Sadly the theme system changed recently so it not possible to get that result anymore but maybe you'll get some ideas from it.
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Custom (the gif ship is a bit too much but it was a good test)
P.S: The game name is Flinthook not FlintHook (with a lower 'h', same for Goldfeathers) 👀
I've made a thread about some encoding problem with the apostrophe character some months ago but it's still not fixed. Since this thread is about feedbacks and bugs it's a good time for a reminder in case you missed it :). The categories with this encoding issue weren't displayed in the WR history graph so since you're working on new graphs, it would be nice if you could fix that at the same time: https://www.speedrun.com/The_Site/thread/x9ekk Thanks.
Small visual bug when loading/refreshing a game page. All the subcategories of the game are displayed at first, then only the ones related to the displayed category and then the leaderboard loads the runs. Don't know if this can be fixed but it would be a bit cleaner not having this huge list of subcategories displayed during a few frames. EDIT: Instead of showing all the subcategories and then hiding them with the "display: none", you could probably do the inverse by hiding them all at first and only display the ones you need with "display: block". Thanks.
The game was the Humble Original of the Humble Monthly but it's no longer obtainable. Though, it's also a part of the Humble Trove now so it's probably the best way for you to get the game if you don't want to wait some months. Link Humble Trove
Oh really? I didn't know that.
So I need to submit my run on a category which isn't the good one...? The game only has the demo category so that's why we want to add mods so we can update the leaderboard. But I'll submit my full run in the demo category then ^^'.
And you talked about social media so isn't Discord enough? I'm very active on Discord so if people want to contact me, they have more chance to get a quick answer than from Twitter. But I'll still add Twitter then
@Bokoblins I've uploaded/submitted my run so hope everything is good now.