Good run dude! How are you managing to have such little stamina usage when dashing? I haven't seen this on any other runs
Think this guys has also just cracked the glitch haha. Still a long way to go with this game it seems
I've been doing more testing on this and I've still legitimately never managed to do this. Is there any further progress on this trick? It's seeming like WR contention is dependant on this trick being executed in the run
Yeah I checked the 2nd place inputs, seems like you need to be holding back exiting the previous level? I haven't tested it but I'll be starting runs again soon so I'll post back if I can work out whats causing it exactly
Thanks for the reply. Is the button press during the loading screen or is it just as the level loads in?
How do you do this at the start of the balloon level please?
I'd be happy to add this if a run was first submitted using this version. If you plan to do the run then please upload it under any version and I'll add it when it becomes needed
Maybe I'm being cynical but I can only read this as "You guys can do our news updates for us for free so we don't need to do it".
If that's the case, I think it's really poor to be taking advantage of the community like that.
The Verifier role doesn't have the ability to retime a pending run anymore? Surely that's not correct, otherwise whats the point in the role at all?
Been told that the verifier role no longer have the ability to retime a run? Is this correct? There's no way an entire site update has been rolled out that's taken away basic leaderboard permissions surely
That's insanely cool, I'd love to see this become a thing on here
Is there anything that can be done to help the game as far as consistency in the puzzles? Currently they reset whenever the game is booted up (As far as I know), but it makes it a task to relearn all the puzzles before being able to do a run.
Would anything like a set seed or file manip be possible?
It's fair to say that your text speed is super quick compared to other runs but I also understand that the game is only recently released and it's still early days for the speedrun in general, so we can't say for sure that a turbo was used. The engine the game is made on is particularly unstable as well so there's so much that could affect the game outwith turbo usage.
What button(s) are you mashing for your textboxes? A few runners are using different methods at the moment and we're trying to narrow down what the fastest method is. I figured I'd ask you directly since you have the fastest text boxes.
For the time being we are happy to leave your run on the board but we'll review it again when the keyboard sound run is uploaded. Looking forward to seeing more runs from you in the future!
Off the top of my head I can think of exactly one RPGM game that allows any use of turbo which is Omori, but that's only because the game is over 2 hours long.
A generally accepted rule for these games is to not allow turbo use. The game itself has no built in feature to allow for this so any turbo application would require a third-party software out with the boundaries of the game itself; a practice generally unallowed in speedgames in general excluding exceptional circumstance.
For the time being, I will not be allowing turbo functionality.
I think this all looks nice so far. Obviously I'm not a mod and I won't have any say in it but the transparency is always appreciated. My main issue with this game was that the IGT has been shown to create instances (like the mountain path or menus) where you can go slow to go fast, as well as potential inherent inaccuracies. I feel like a switch to RTA would be super beneficial for the general 'health' of the game, although it's pretty inactive anyway.
Honestly I'd have even accepted continued use of IGT if the former mods were clear at all about the whole thing.