The 5th of January, the version 1.0.14 of the game was released. Although its description only states "Added widescreen support", the new version also changed the spawning timing of entities. Although I'm not sure yet of what the exact change was (i believe that entities spawn at a higher distance than before, but not sure), the fact is than the timing of basically every ennemy in the game has change, and in nearly every time it makes it slower.
This is because in previous versions of the game enemies were unloaded until the camera loaded them in. This allowed in many situations to kill the enemy or just go through it before it attacked for the first time. The new version I suppose that made the camera wider, loading in the enemies earlier and allowing them to attack before arriving to it, which in a lot of occasions make the player either wait for the attack (which in the long run loses a lot of time) or take a damage boost (only 3 aviable for level and current route already used them all in nearly every level).
So in conclusion, new version seems to be much slower than older versions. It is posible to install older versions using APKs (for example in apkmirror). Therefore, the legality of older versions should be discussed. There are mainly three way to tackle the problem:
-All versions allowed -Only last version allowed -Split categories between Legacy and Current Version
Personally I would opt for the "All versions allowed", but I would love to hear other member's oppinion.
(Btw this is only on Android. Idk if ios also got modified and I'm quite certain that there is no way to take an ios app to an older version)
Recently I discovered that there is a language aviable for the game which is literally "no text". This saves a lot of time as you can skip dialogs much faster and I would suggest to use it to anyone. However, this raises the question of how the rules are affected by this weird language, as there is no text. Please moderators, could you find a way to fit the rules with the no text language?
Rust Bucket don't have an own Discord server, but you can comment your thoughts of about this games in the Nitrome or the Mobile speedrunning Discords. Both are really friendly communities. Join us!
Nitrome Speedrunning Discord server: https://discord.gg/ha2kGts Mobile Speedrunning Discord server: https://discord.gg/CahrK6M
Flat Pack don't have an own Discord server, but you can comment your thoughts of about this games in the Nitrome or the Mobile speedrunning Discords. Both are really friendly communities. Join us!
Nitrome Speedrunning Discord server: https://discord.gg/ha2kGts Mobile Speedrunning Discord server: https://discord.gg/CahrK6M
I'd like to suggest this game for the Mobile Speedrunning Competition, an event that we do once in a while in which we compete for the WR in a game without many players. This would potentially bring quite a lot of players to this game, but it would require an active moderation. Since you haven't been active in the last months, I would like to request to become a moderator of this game. Thank you
The switch version of Ink has been recently released so I'd like to ask: 1- Are Ink runs played on Switch allowed? (I suppose they are but Switch is not between the platforms) 2- If I don't have a capture card, can i record the screen with an external camera if the resolution is good enough?
I've been trying some new ways to play Sword of Xolan and one of which i've enjoyed most is damageless. Down here I leave you an Act 1 damageless run. Maybe it could be a fun category to introduce
I was recently talking with @Wuzi about the way to time the runs as it is not clear in the rules when to stop the time. While I stop the time at the frame when Xolan touches the sign post, he stops the time at the frame the screen starts to fade out. Which way do you think we should do it?
Share your strategies, talk about the game and discuss in the Spike City Speedrunning Discord server: https://discord.gg/gqDKaPZ
Also join the mobile speedrunning and the Nitrome servers to meet friendly communities whith which interact and find new games to speedrun: Nitrome Speedrunning Discord server: https://discord.gg/ha2kGts Mobile Speedrunning Discord server: https://discord.gg/CahrK6M
I think it would be a good idea to change the timing to milliseconds, because it is so easy to draw in IL. If you want, I can retime the existing runs to the actual time in milliseconds
https://discord.gg/CahrK6M Join an awesome group of mobile speedrunners! We talk about new games, resources (video, audio, timing), and help new runners find their way into mobile speedrunning
I've discovered another glitch that can be used in the glitched Any% runs! This glitch relies heavily on the new WWG and can be obtained only in very precise situations. To get it you need to do the New WWG to tranform a level into the consecutive one. Then, you just need to reach the portal normally and, after a weird animation where the portal expands, you'll simply skip the next level. However, the pause menu shows that the skipped level is completed during the animation, which represents a huge time safe from the normal path. This glith has no use in the 100% run as the paintbrush is not collected.
I've found a new way to interact with the Wrong Warp glitch, but this time it can have an impact in the game which may drive us to a rule change.
The new way of doing the WWG consist in pressing the level you want to have and immediately pressing the level you want to have the number. For example, if you press the number 1 followed by the number 18, you will be playing the level 18 with the design of the level 1.
This new form of the glitch allows the player to Warp to any level of the same chapter. Also, it seems to be way easier to do than the old method.
This can be a real problem for the leaderboard, because of the fact that you could play the faster level of the chapter in every level.
I see two ways of solving this problem: banning the glitch or changing the name of the old Any% to Any% Glitchless and create a new Any% category with the glitch allowed.
From now on, any run in the 100m/500m category whose timer starts after the press of the restart button or finishes before the frame when the 100m/500m screen appears will not be verified. This change also affects old runs, especially @Brian 's ones, which may suffer a time penalty to compensate the time gain
I was practicing for the Chapter 1 - 100% category when I accidentally found this glitch. As you can see, I go back to the menu and when I press the level 1, I found myself in level 21 (1st of 2nd chapter). Despite being in level 31, the pause menu still shows that I am at level 1. When I reach the goal, level 2 of chapter 1 loads normally. I've got a lot of questions without answer still (What caused that glitch? How can it be used in the Any% category? Can it be done consistently?) so I'm gonna experiment with it some time.
Also I would like to ask you mods if you think a run that replaces a level with another with the same name should be accepted (theoretically you still clear all levels of the chapter)
share your oppinions, thoughts and strategies here: https://discord.gg/Nf96UF3
Just a quick doubt about the Individual Level category: Game set the red character as the first one to be controlled as default, but if you hit the replay button or end the previous level while controlling the blue character, the level starts with you controlling it. As some levels are faster when you start with the blue character, I am wondering if starting with it is allowed (apparently it doesn't breack any rule). Thank you
I think the individual levels rules for the category of All Villagers & Chests should be changed. They require to save all villagers and open the chest but, as once done it can't be done again, every time you have to start the game again. This is a great problem, especially when trying to speedrun levels of chapter 2/3, which take a while to reach if you restart the game. I suggest changing the rules to touch the villagers or something similar, or at least give it a thought
I'm just getting started in speedruning A Platformer for Ants, and one of the things that most annoy me is starting the movement the same frame the game starts the timer.
By accident today I found a technique which could potentially overcome this problem. It turns out that if you pick the windowed version of the downloable game, time freezes whenever the window is not selected. Besides, if you deselect the window while the unity title is showing up, it will continue normaly until the very first frame of the game. So, if you select again the window at the same time you're holding the right button, you can get a nearly frame perfect start.
I'm not sure if this technique would be actually useful, but I wanted to share it with you. I've also seen that most of the top runs have really well-timed starts, so I wanted to use this thread also to ask you for advice.