Colors of Your World v2.10 has been released and deployed to ddrkirby.com, cocoamoss.com, and itch.io.
This is a bugfix update that fixes some timing and movement inconsistencies that mostly affects speedrunners.
- Fixed a bug where the timer would advance for some frames when starting the main game before inputs were able to correctly be read. This caused movement to be delayed anytime when loading from menu.
This change caused most previous full-game runs to be slower by some small number of frames which were lost during the initial loading transition.
- Fixed a floating-point imprecision bug that caused physics state timing to be inconsistent.
The following states were affected: Dashing state: Was previously 12 or 13 frames (random), now 12 frames Walljump state: Was previously 12 or 13 frames (random), now 12 frames Period after mushroom bounce for being unable to bounce again: Was 30 or 31 frames, now 30 frames Period after mushroom bounce for being unable to dash/cling: Was 6 or 7 frames, now 6 frames The end result is that dash lengths will be slightly shorter overall, but consistent instead of random.
Overall this makes dashing slightly slower (for movement) than it used to be on average, though the time between dashes will also be slightly faster on average. Overall the run could become slightly slower because of this change, but it's hard to really say what the effect should be. Consistency, however, is definitely a good thing.
Colors of Your World v2.08 has been released and deployed to ddrkirby.com, cocoamoss.com, and itch.io.
This is a quality-of-life update with one major new feature, "speedrun shortcuts", which can be enabled in the pause menu.
- When enabled, press both shift keys and a letter on the keyboard to warp to a specific screen
- Shortcuts are organized according to QWERTY key layout So 1-1 is Q, 1-2 is W, 1-3 is E, 2-1 is A, 2-2 is S, 2-3 is D, ...
- The in-game-timer will be prefixed with a screen name to indicate where you warped to For example, if you started on the first screen of world 2, it might read "(2-1) 00:23.126"
- Every warp will start you at the screen transition from the previous screen, or alternatively, the point at which a cutscene ends. You'll have half a second worth of transition time to buffer movements and prepare before the timer starts.
- Note: You'll need to let go of the shift keys before you can register inputs normally
- Note: These shortcuts don't work during cutscenes, but they do work during death
These can of course be used for practice purposes, but also for individual level records. For example, if you wanted to time World 3 only, you would start on screen 2-10 by pressing left shift + right shift + semicolon. The final time displayed at the end of the game would be your world 3 time.
Note that this also lets you skip ahead to screens you haven't seen yet and provides a quick and easy way to unlock challenge mode even on a new file. I considered tracking which screens you've completed and which you haven't to gate this, but in the end I didn't bother; if people want to skip levels and actually bother to read the documentation to do so, go for it.
I tried my best to reset everything (including cutscenes and visual elements) appropriately based on your warp point.
No other changes were made (I hope), but this is the first time a new build has been made in a while, so it's possible I introduced a bug somewhere. Please let me know if you find anything.
No previous records should need to be obsoleted by this update.
Version 2.00 of Unlock Everything has now been released (both on ddrkirby.com and at itch.io).
Changelog is as follows:
- Decreased the health of cannons from 10 to 6
- Decreased the health of the path-based enemies from 5 to 4
- Added a different "tink" sound effect when shooting invincible spike traps
- Implemented a terminal falling velocity limit
- Add commonly-suggested "You unlocked the door" joke for level 2
- Unlocks are now saved across game sessions
- Added a "Reset Game Data" option if you want to unlock everything again
- Added new "Time Attack" mode for speedrunners: Time Attack mode skips all cutscenes and popups and enables an in-game timer display The timer ticks on each physics frame and pauses on screen/level transitions The current set of splits and total time will be displayed after each level
- Added some "cheat codes" for speedrunners: Left + Right + Tab + 'T' on main menu unlocks Time Attack mode Left + Right + Tab + 'R' during Time Attack instantly exits to Time Attack menu
Hopefully this helps with all of the timing nonsense and makes for a much better speedrunning experience. All existing records should probably be purged -- the game should just be timed using the in-game timer, which counts actual physics ticks.
Some random associated notes regarding the time attack run, especially things that have changed:
- IGT stops ticking during screen transitions. It does not stop during death (except for the screen transition).
- The level 1 opening cutscene is skipped -- you instead immediately start at the screen with the "move right" upgrade
- IGT does not start ticking until you collect this upgrade
- Since there are no unlock popups, you can no longer buffer moving left after collecting the "move left" upgrade -- this must be timed
- Enemies have reduced HP -- in particular, the cannon enemies -- which may change existing room strategies
- A terminal velocity limit now exists. This mostly affects the long drop at the end of level 2
- Starting time attack mode at Level 3 gives you the "backgrounds" unlock even though this is usually skipped in a normal run. This is purely an aesthetic difference.
- Since the health recharge pickup before metal man no longer costs you any time, it is essentially a "free" pickup. This doesn't really matter though since any optimized run will avoid taking any damage in the Metal Man fight anyways.
- Final timing for level 3 ends immediately when "Metal Man" dies.
Note that since the "start at level 2" and "start at level 3" options assume that you pick up all of the upgrades in each level, they can't be used to simulate a "low %" / minimum unlocks run.
This release hasn't been thoroughly tested yet so it's possible there may be bugs -- feel free to ping me if you find anything that is broken (crosses fingers)
Hi there! Game dev here -- I've noticed a handful of my games popping up on speedrun.com, which has been great fun to see. I've been in touch with a few of these communities and have added some quality-of-life improvements to make the runners' lives easier.
Unfortunately there's no way for me to actually tell when any of this happens besides literally searching for every single one of my games across the site to see if someone has already created a community for it.
This is perhaps more applicable to indie releases than anything else, but if games could be searched for by developer that would make my life a bit easier. Plus, you know, supporting the actual developers of the games we love, always a good thing ;)
The pipe dream for me is to actually be notified whenever there is a new game listed that's tagged with my name on it, but even just a searchable field would be good enough.