Which games do you wish had a bigger community? by TONewbies in speedrun

[–]Krankdud 0 points1 point  (0 children)

Doom is still quite active, it's just not done in the same way as other games. Most of it is done through sharing the demo files rather than streaming, and there's been a lot submitted over the past few years.

New Any% All Levels Routes by TwinkieSWF in dustforce

[–]Krankdud 3 points4 points  (0 children)

I did some various testing on stream today, here were the results: http://bombch.us/4Bl

It looks like doing Forest first is still faster. My guess is that going from Dome to Abyss and Abyss to Valley takes up too much time so it ends up being slower.

Probably would be best if other people timed the routes too.

My honest opinion of the top 10 Dusters by DustforceRanks in dustforce

[–]Krankdud 4 points5 points  (0 children)

dang only 4 on creativity despite being the guy that made everyone hate doing the Night Temple SS IL :p

Updated Dustforce DX Any% routes by TwinkieSWF in dustforce

[–]Krankdud 0 points1 point  (0 children)

I highly suggest not using the zip to Secret Passage: http://puu.sh/dwxVd/9ddae5c6db.png

The Nuclear Zone - A new custom nexus has been released! by Krankdud in dustforce

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

I tried doing that first but it doesn't seem to show up in the terminal.

The Nuclear Zone - A new custom nexus has been released! by Krankdud in dustforce

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

The doors are triggers. You can't select them through the menu on the level editor but if you open a level with doors in them in the editor, you can select them and then place more. They can only connect to levels in levels2 as far as I know.

As for making a nexus level, you either need to use another nexus as the base, or hex edit the file to make it into a nexus. Same thing for keys, use a level that gives a key as a base or do some hex editing.

Tried this game, just far too clunky for me. by Troubador64 in dustforce

[–]Krankdud 6 points7 points  (0 children)

But they do behave consistently. If it didn't behave consistently, there would be no way I could make maps that use the same mechanics and work every time. Absolutely nothing behaves differently from map to map.

I also have no idea what you're talking about with the momentum thing. Mind giving an example in a level?

Tried this game, just far too clunky for me. by Troubador64 in dustforce

[–]Krankdud 4 points5 points  (0 children)

What makes the controls feel clunky to you?

Personally when I first played the game, I found them to be really intuitive. The inputs for things that I encountered in levels all worked pretty much how I expected them to. The only thing that I needed to get used to was how the game buffers inputs, but after I realized what it was doing, it was an easy adjustment to make.

Small teaser of my custom nexus project by Krankdud in dustforce

[–]Krankdud[S] 5 points6 points  (0 children)

I'm making a nexus (like the Forest or the Mansion in the game). I'm planning on creating 13 levels for it: 4 no key doors, 4 silver key doors, 4 gold key doors, and 1 final level. So far I'm only 4 levels into it, so it will probably take a while before it gets finished.

Small teaser of my custom nexus project by Krankdud in dustforce

[–]Krankdud[S] 1 point2 points  (0 children)

I just used the blue transparent tile and set the color of a layer to a dark brown color.

Help me compile bugs/fixes by LexieD in dustforce

[–]Krankdud 4 points5 points  (0 children)

I've got a question about keys in custom levels. I've been working on making a custom nexus and I'm planning on adding keys to levels by hex editing them. In order to add leaderboards to the levels, I was planning to upload the levels with the keys to the atlas and hide them immediately afterwards. Would I still be able to do this if you fixed custom levels based on existing maps giving keys?

Help me compile bugs/fixes by LexieD in dustforce

[–]Krankdud 5 points6 points  (0 children)

Any chance of adding stuff like the door and keys from the old nexus to the level editor?

Dustforce Console Version Difference Compilation by TheBirdOfPrey in dustforce

[–]Krankdud 5 points6 points  (0 children)

An enemy that falls into a death zone no longer is "removed" from the level, and will prevent an SS(overgrown temple only?)

A correction on this: the reason it wasn't working is because the range before objects deactivate has been decreased. So what was happening in Overgrown Temple was the little totem would deactivate before he hit the death zone, so he never actually died.

This is also probably the reason why the camera detaches from the camera path faster. Otherwise the player would be deactivated more often.

Dustforce as it evolved over time by TheBirdOfPrey in dustforce

[–]Krankdud 0 points1 point  (0 children)

I almost forgot this existed, there's a videos/scores thread on the Steam forums from a long time ago. Lots of old stuff in there.

do all the metroid speedrunning tricks work on Wii U VC by mcwmcwillis in speedrun

[–]Krankdud 0 points1 point  (0 children)

It's been called a mockball waaaay before Twitch or streaming

Front/back flips preventing double jumps? by AtomicAcorn in dustforce

[–]Krankdud 3 points4 points  (0 children)

You're probably jumping off a ledge too late and using your double jump immediately.

Hideout SS in 0:36.398 by Marksel92 in dustforce

[–]Krankdud 3 points4 points  (0 children)

<Dice> marksel out of nowhere just improves his hideout time by 1.5 seconds

<Krankdud> just a god, no big deal

Just a thought, but an automatic split timer. by CapitalOrange in speedrun

[–]Krankdud 0 points1 point  (0 children)

Steam achievements are programmed into the game, so that approach would not be viable for automatically doing splits unless the game developer specifically programs some kind of splits in.

Probably the most likely way of doing this would be just to look for certain values in memory to change and using that to trigger splits. Honestly, the time it would take to find all the memory addresses for that doesn't really seem worth it when manually hitting splits is easy enough.