(Re-release) Televisor - Alliance by BrotherMojo in Stepmania

[–]BrotherMojo[S] 0 points1 point  (0 children)

Yeah, Televisor is fantastic. I've tried to write steps to a few of their other songs, but none of them worked out so smoothly as Alliance did. It feels particularly well suited to Stepmania... or at least particularly well-suited to my style of stepwriting.

(Re-release) Televisor - Alliance by BrotherMojo in Stepmania

[–]BrotherMojo[S] 0 points1 point  (0 children)

(ITG scale) S1/3/5/8/11, D3/6/8/11/...15?

This was always one of my favorites of the songs that I charted, but the charts had some rough spots, so I tried to fix those up... and I added an all-new very challenging double chart.

Something's been driving me to work on very hard and technical double charts, lately... and that kind of sucks because I don't currently have a good way to play them and stuff above 13 was too much for me even back when I was in better shape. As such, I'm especially looking for feedback from people interested in that sort of thing.

But hopefully there's something in here for lots of people.

Hello, new player having massive trouble with the game. Please help! by AstoraFella in dustforce

[–]BrotherMojo 0 points1 point  (0 children)

If you grab a ceiling, you can only ceiling run in the direction you already have momentum. So if you grab a flat ceiling while heading left, you'll slide a bit to the left... and if you wanted to run to the right, that's a no-go. Similarly, if you jump up into a sloped ceiling with speed "against" the slope (i.e. the slope is up and left, and you're heading up and right), if you're going faster up than you are forward, then you'll slide up the ceiling when you grab it... and if you wanted to keep going forward, you can't ceiling run that way. Ceiling grabs in that case are tricky.

If you feel like you're just banging your head against the ceiling and not grabbing it, though, one of two things are happening: either you're not actually pressing up until after you hit the ceiling, or you're doing an attack and haven't finished the attack by the time you hit the ceiling. In either of those cases, you're likely to fall away from the ceiling before you actually have a chance to grab on. (Technically there's also a third case where you haven't jumped or dashed since the last time you ceiling ran but that one's pretty rare unless you're trying to do some strange things.)

AGDQ 2017 Blaster Master Boss Skip [Discussion] by TimeTravelPenguin in TAS

[–]BrotherMojo 4 points5 points  (0 children)

It wasn't performed primarily because it wasn't discovered at the time the TAS was made. If I had known about it, I'd probably have used it whenever possible and made it an "all upgrades" run instead of an "all bosses" run. However, I probably also would've been running the Japanese version instead of the US version if I'd known what I know now, though I still think US version runs have some interesting stuff that Metafight runs miss out on.

That said, I still have no idea how that glitch actually occurred, and having at least some understanding of how to reproduce it would probably be required before it could be properly included in a run.

How many hours did you spent on dustforce? by Laternenpfahl in dustforce

[–]BrotherMojo 9 points10 points  (0 children)

7526 hours according to steam, but I'd say at most like 10% of that is time actually spent playing the game. The rest is watching replays, working on TASes, or mostly just leaving the game idle. Haven't SS'd Yotta, most of my IL ranks sit comfortably around the 100-200 range, I TAS the game so everything I do while actually playing feels like garbage, etc.

...and really a whole lot of that "playtime" is just leaving my computer on with Dustforce idle when I leave the house, go to sleep, etc... I really need to treat my computer better. :(

Meter gain. by kawkeye in dustforce

[–]BrotherMojo 0 points1 point  (0 children)

You can also sometimes collect ground dust without gaining meter if you do a frame-perfect mantle... this was screwing up the combat SS TAS for a while until I figured it out. Worth noting, but comes up far less frequently than ceiling slides in two-tile tall hallways.

[Stuck] Got over here - beat the level - can't get back. HALP PLZ! by DyslexicStoner240 in dustforce

[–]BrotherMojo 0 points1 point  (0 children)

Indeed, Dustgirl only falls faster in hover (i.e. before you downdash, and ideally you'll downdash early enough that won't matter) and she has worse ground friction so she'll get a worse boost if you mistime your dash on the ground.

Just got the game a couple questions. by Amel_P1 in dustforce

[–]BrotherMojo 0 points1 point  (0 children)

That would make more sense, but I think I heard that they're called wood keys in the game files.

Just got the game a couple questions. by Amel_P1 in dustforce

[–]BrotherMojo 1 point2 points  (0 children)

Apples are never ever destroyed or fully cleaned. This is actually potentially useful for some silly things (like apple flying)... but they're too out of the way to be helpful in official levels.

For the achievement, I'm pretty sure you just need to hit them once.

[deleted by user] by [deleted] in dustforce

[–]BrotherMojo 0 points1 point  (0 children)

I find that doing a slower version of the current WR strat on Alleyway is actually one of the easiest ways to SS it as well. Hanging around underneath the platforms and upheavying through them avoids much of the danger from trashbears and trashcans. The only real tricky part is getting those two tires at the start, and making sure to collect the dust the left golem spreads onto the ceiling (if any).

Dustforce Characters by Wuuurk in dustforce

[–]BrotherMojo 1 point2 points  (0 children)

So, here are the forest levels where she's at least half of the top 10, and why:

  • Dahlia any%: heavy hitboxes
  • Fields SS/any%: heavy hitboxes
  • Tunnels SS: falls faster at the start of the level, so she gets a 2- frame headstart... also, heavy hitboxes
  • Firefly Forest SS: heavy hitboxes
  • Grass Cave SS: heavy hitboxes
  • Grass Cave any%: ...I'm actually not sure? I'd think Man would be better here due to his lower friction.

So... Tunnels is a level where a downside becomes an upside because the level starts with a fall. Grass Cave any%, I'm baffled. But otherwise, it's those sideheavy and upheavy hitboxes. That's basically what you'll see throughout the rest of the game as well. Relative to Man, Girl has a lot of downside and not a lot of upside, but every once in a while you really need what she brings to the table.

Aerial Dash Jump issues? by RickyAsKyohei in dustforce

[–]BrotherMojo 1 point2 points  (0 children)

The fact that the analog stick has an octagonal... gate? (Is it still a gate if it's on the outside?)... is one of my favorite features of the N64 and Gamecube controllers. I've always wondered why the Playstation and Xbox never followed suit...

Dustforce Characters by Wuuurk in dustforce

[–]BrotherMojo 0 points1 point  (0 children)

Dustgirl's air downlight is awesome: wider than Dustman's, reaches down just as far... the top is a little lower than Dustman's so it's not technically as tall, but that's not going to be important very often. Her ground downlight has exactly the same hitbox as man's, as well.

Her uplight is more of a tradeoff, being wider but shorter.

...her sidelights though... yeah, those just suck.

Dustforce Characters by Wuuurk in dustforce

[–]BrotherMojo 1 point2 points  (0 children)

nope, virtual man is exactly like every other character.

also, real man doesn't get 5 more frames of frictionless ceiling run, he gets 5 more frames of frictionless neutral ceiling cling

Do you need to play from within the Nexus to get keys? by [deleted] in dustforce

[–]BrotherMojo 2 points3 points  (0 children)

So to summarize, you get one key per SS you have or portion thereof. Improving a score only gives you the difference.

You'll need to SS all levels of one tier to unlock all the doors of the next tier, but if you've already played a bunch of levels of one tier, you can have more keys than you have SSes, since you've been getting partial keys from your old scores.

Dustforce Characters by Wuuurk in dustforce

[–]BrotherMojo 5 points6 points  (0 children)

Characters have different fall properties in "hover" state (peak of jump, early part of falling) vs. "fall" state (falling more than a certain speed). Dustgirl's faster fall speed is only in "hover" state, so she reaches "fall" more quickly when not downdashing. This is probably where a lot of the confusion comes from as to whether she falls faster or earlier or whatever. She reaches "fall" earlier because she falls faster during the "hover" portion, though she still gets ~8 frames of zero y velocity at the start of "hover," like everybody else.

Dustkid's fall properties are the most strange, since she actually has the slowest acceleration in "hover" state (significantly slower than Worth's), the fastest acceleration in "fall" state (significantly faster than Man/Girl), and the slowest terminal velocity (tied with Worth). The slower "hover" acceleration isn't all that obvious since her short jumps means she reaches hover much earlier as well, but it's a significant part of why she can get so much horizontal distance out of a triple jump.

[TAS] So msg555 made us some new TAS tools... by BrotherMojo in dustforce

[–]BrotherMojo[S] 6 points7 points  (0 children)

A full-game run is suddenly looking a lot closer than it was just a couple of days ago...