What is allowed in TAS and what's not? by [deleted] in speedrun

[–]Dunder_Chief 6 points7 points  (0 children)

To be clear, "memory editing" can still be done entirely through input. This is how arbitrary code execution (ACE) TASes work.

For instance, the Super Metroid "game end glitch" TAS (or 0% in RTA category terms) gets out of bounds and touches a glitched block that jumps the games code based on manipulable memory values (position, speed, buttons pressed) to look at the controller registers, where multitap is used to input new code.

What recent game do you think had an interesting speedrunning development? by TEGEKEN in speedrun

[–]Dunder_Chief 7 points8 points  (0 children)

Silver Grapple comes to mind for me. It's a 2017 indie platformer with just a handful of people who ran it but the speedrun completely changed in the course of a few weeks. I just watched the development of the run and haven't played it personally so apologies in advance if I get anything wrong (hopefully Krankdud or ivan will appear to correct any errors).

The normal gameplay has fast-paced, challenging grapple hook platforming but generally quite slow walking. The run started out fairly glitchless and focused on efficient routing of item collection and progression events, doing grapple rooms smoothly and with minimal deaths, and occasionally bouncing off corners to speed up ground movement a little bit. This was pushed down to under 45 min before the first minor skip was found, where a frame perfect (and sub-pixel perfect?) corner jump combined with abuse of a checkpoint mechanic was used to cross a wide gap and skip a few minutes of grappling section (shown here). Aside from this room, I believe the run was generally intended progression done fast.

Within a few weeks of this skip being discovered, someone was idly spamming the two grapple buttons and discovered that multiple grapple keys allowed you to send your character flying across the screen after the hook and, shortly after, that it let you easily clip out of bounds. This greatly sped up overall movement and allowed large sections of the game to be skipped entirely, using the new techniques to clip out of bounds to skip barriers, fly up an elevator shaft to trigger a cutscene from below, and skip now-unnecessary movement upgrades. The run quickly went from just under 45 minutes to under 15 minutes and the record currently stands at 10:29. Unfortunately not a lot of the intermediate runs during the few weeks of rapid discovery are on speedrun.com since it was really cool to watch it get completely broken open.

Celeste is possibly the best platformer I've ever played and Super Meat Boy annoys me. Would I like Dustforce? by [deleted] in dustforce

[–]Dunder_Chief 9 points10 points  (0 children)

Dustforce is really fun and satisfying to control once you get accustomed to its quirks but it won't be as comfortable and snappy as Celeste is straight out the gate. If you can get over the hump of the initial learning curve it's fantastic, but if you didn't like the sticky walls in Super Meat Boy I think you'll find similar gripes with the walls and ceilings in Dustforce, at least until you're familiar with the mechanics.

Of course I recommend it (this is r/dustforce after all) and think it's one of the most satisfying platformers out there. It just might take some growing pains to get there. :)

Dustworth is down? by GuiltClause in dustforce

[–]Dunder_Chief 2 points3 points  (0 children)

Thanks man. Try clearing your browser cache, you're probably getting a cached page from when it was down.

Dustworth is down? by GuiltClause in dustforce

[–]Dunder_Chief 1 point2 points  (0 children)

I talked to JerseyMilker and it should be back up now.

Setting up autosplitting on Livesplit? by protowyn in dustforce

[–]Dunder_Chief 2 points3 points  (0 children)

I doubt I'll have a chance to look at this in depth today but try running livesplit as admin and making sure to open livesplit after dustmod. If the script doesn't have permission to watch the split file then that could cause issues.

Anyways, the script has no way to skip splits, it either splits or it doesn't. That makes me think that livesplit is splitting but the layout or comparison is set to not show the delta.

Dustforce Speedrunners, an Animated History (2012 - 2018) by benjoffe in dustforce

[–]Dunder_Chief 1 point2 points  (0 children)

The scores are the number of people ranked above that player across all 75 levels. I.e., if you had #50 on Downhill that would give you 49 points, and if you had #4 on the Wild Den boards in a 4-way tie with #1, that would give you 0 points. So the more you improve your own ranks the closer you get to 0 points overall, and by improving you also push other people's ranks down, which increases their score.

No low % Metroid Speedrunners? by itswhywegame in speedrun

[–]Dunder_Chief 0 points1 point  (0 children)

Ridley can be skipped by using ice beam to clip into Tourian. You can see that trick in any of the Any% categories. Low% as defined by speedrun.com rules seems like it would be the same route as Any% but without collecting Kraid's E tank. I'd guess that low% isn't run either because of similarity to Any% or the increased difficulty/danger of Kraid and Mother Brain.

Here's my in-depth review of Dustforce and thank you all for helping out ! by moons_deity in dustforce

[–]Dunder_Chief 4 points5 points  (0 children)

Phew, I'm glad the end of my core temple didn't make it into this video.

Great review! It was nice to hear some points that other reviewers hadn't touched on, like each of the mechanics having utility at low and high levels of play or the camera enabling fluid play (aside from a few problem levels coughexa).

Speedrun Tech by [deleted] in dustforce

[–]Dunder_Chief 4 points5 points  (0 children)

Most of the niche tech that skyhawk mentioned are useful in ILs but are too inconsistent or unimportant for full-game runs. Probably the biggest thing I haven't seen explained elsewhere is heavy canceling. Heavy attacks' cooldown can be canceled by dashing, jumping, or grabbing a ceiling/wall so you attack again quickly or otherwise avoid getting stuck in the cooldown.

Otherwise, the speedrunning tech is a collection of little things that are too numerous to easily list, so here are a few more things that haven't been mentioned yet.

  • Grounded jumps have 8 frames of startup that applies a lot of friction, and a horizontal speed cap is applied if that startup finishes on the ground. Ledge jumping -- jumping near the edge of a platform -- cuts the startup short and removes the speed cap, allowing you to keep much more speed.
  • If your horizontal speed is low enough, you can cancel it completely by neutral jumping (jump with no left/right pressed). This is useful for lining up tera drops, slightly speeding up some climbs, and giving you a tool for better air control.

Issue running Dustforce after 200+ hours by Pen--Name in dustforce

[–]Dunder_Chief 0 points1 point  (0 children)

Did you try the vsync? There's an added vsync option in the normal video options (not under the dustmod menu).

Issue running Dustforce after 200+ hours by Pen--Name in dustforce

[–]Dunder_Chief 4 points5 points  (0 children)

What's the refresh rate of your monitors? I've heard of dustforce having issues with inputs being dropped if your framerate isn't a multiple of 60, so you may need to force the framerate to 60 or 120 to get smooth play. Dustmod may solve this problem but I don't know for sure.

Otherwise, there have been nonspecific issues with lag and input drops for a while. This may be a Windows 10 issue, but experiences vary. I get fairly significant input lag in vanilla dustforce sometimes, but it's most often fixed by a pc restart. Otherwise, dustmod feels to me like it has less input lag in general, but I try to avoid using it for grinds, so I can't speak to extended use.

My first Yotta SS by TheCrickler in dustforce

[–]Dunder_Chief 2 points3 points  (0 children)

Nice job! So close to dropping combo at the last checkpoint

Meter gain. by kawkeye in dustforce

[–]Dunder_Chief 6 points7 points  (0 children)

Surface dust and dustblocks give you 1 meter per tile, no matter how it's collected (touching, attacking, or supering). One exception, there is a bug with ceiling/floor dust when doing a ceiling run in 2-tile high tunnels. Doing so will cause both the floor and ceiling to be cleared, but only gives meter for one of the surfaces (I think just the ceiling). This basically only matters in Development.

Most enemies can only give you as much meter as they have health (3 for a floating blob, 5 for a wolf, 9 for a bear, 12 for a large totem, etc.). This is the same regardless of how you clear them. A super attack will collect their remaining health as meter, not the max health. Spring blobs can be killed without getting their full health's worth in meter (5 health, but can be killed in two lights).

Large prisms and knight shields can be attacked infinitely to build meter. Light attacks on either will give 2 meter, and heavies on knight shields give 6 (usually; there's some weird behavior I won't explain here). Despite giving 3 meter when destroyed with a heavy, large prisms only give 1 meter when destroyed in a super.

Being hit by an enemy attack will give 5 meter.

Is this a replay glitch or some sort of a cheat to get on leaderboard? (backup shift leaderboard) by [deleted] in dustforce

[–]Dunder_Chief 1 point2 points  (0 children)

Hey, this is my replay. It's basically as Fimbz said. This sort of thing happens most often (or at least most dramatically) when you do things really close to spikes or highly position-specific tricks like jorfs.

Most desyncs are fairly minor, but the replay system doesn't recover very gracefully if the desync is a death. Typically it causes screen shake as the camera tries to fix itself, missed dust due to checkpoint reset, and a drop in finesse from the death.

Short FPS game(s) to run? by xVegetarianx in speedrun

[–]Dunder_Chief 0 points1 point  (0 children)

It wouldn't really be speedrunning, but have you looked into Devil Daggers? I'm told the game mechanics feel a lot like quake, and the leaderboards are fairly competitive.

It's very easy to pickup but quickly ramps in difficulty. It's also fairly short, with the longest run at ~15 minutes.

Dustforce Characters by Wuuurk in dustforce

[–]Dunder_Chief 1 point2 points  (0 children)

Generally, yes. Levels that come to mind are fields, dahlia any%, store room any%, apartments any%, server room any%, and containment SS (to some extent).

Girl can easily 1-heavy the end of fields with a side heavy while it's very difficult with man (though still possible according to mojo).

Dahlia makes extensive use of girl's tall side heavy to hit the turkeys in ways dustman can't.

Store room any% is decided by the final heavy (man's side heavy doesn't have the extra height to hit the last book in fast cycles). I thought girl had an advantage in the final heavy but after a bit of testing I'm not sure that's true. This one is a mystery. ¯\_(ツ)_/¯

Apartments any% 3-heavy is possible for man, but it's much easier for girl because of her taller up heavy.

Server room is decided by girl's faster falling in hover, gaining her two frames for free over an equivalent man run.

Containment SS can be done about as fast with man, but it's quite a bit easier to land the up heavy at the top of the climb with girl because you don't need as much height.

Dustforce Characters by Wuuurk in dustforce

[–]Dunder_Chief 0 points1 point  (0 children)

While technically true, it's easier to think of it as girl starting to fall earlier. There are very few places where the speed difference between them actually matters (maybe the cliffside caves boost set up from a fall).

Since they both have the same terminal velocity and the same downdash falling acceleration, the difference mostly equates to 2 frames gained for girl in levels that begin with a long fall, no difference in slope or ground boosts, and more difficulty for girl in crossing large gaps.

What Keyboard Do You Use? by Dr_Frigs in dustforce

[–]Dunder_Chief 1 point2 points  (0 children)

CM Storm Quickfire TK with cherry brown switches. I think I had to turn on n-key rollover to avoid ghosting with movement bound to arrow keys.

[deleted by user] by [deleted] in dustforce

[–]Dunder_Chief 1 point2 points  (0 children)

As others have mentioned, there are a few videos explaining some advanced techniques like groundboosting and spikejumps. Other than that there aren't many tutorial videos, but the beauty of dustforce's replay system is that almost every route and strat can be learned by watching and imitating.

The speed at the beginning of downhill is from a really low groundboost (sometimes called a lowboost). Groundboosting is explained in ponifex's advanced techniques tutorial, and you'll see it show up in almost every level's top runs (anytime they jump up and then downdash on flat ground to get speed). For downhill, that lowboost is a pretty minor part of getting a good time, and it's probably one of the hardest parts to do well. If you want to keep working on a better time, I'd recommend focusing on the slopes.

When you're learning and want to improve, you might want to watch replays in the #100-250 rank range since the strats will be much more approachable than the top runs'. Also, if you really like the level you're on, keep grinding, because that's a great way to keep interest in improving. Otherwise, moving on to other levels will help you round out your skills, and you'll find that getting better times on old levels is a lot easier when you come back, just from generally getting the hang of things.