lmao this is getting popular again I remember tryharding this game almost a year ago
dowphin
Recent community posts
I'm not an expert on the technicalities of server code, so I can't really give any technical input, but I know Trackmania has a really simple method of storing replays. As for investing in a server, I don't know if that's a good idea because I'm pretty much the only person speedrunning this game at this point lol
More questions! Lol.
1. How do you track the stopwatch? Do you count frames or use a real life clock? I’m only asking because some times I get are a bit strange and shouldn’t be possible on 60fps. (The comment below me got a 2.34, which is impossible since a 140 frame run would net a 2.3333333 and 141 frame run would net a 2.35.) although I’m not the smartest person when it comes to this and maybe I’m missing something idk.
2. this might be a bit of a stretch, but would it be possible to add a replay system like trackmania has? Like a file that stores a player’s location or movements that can be replayed and compared with other replays. If you do want to add this we could move to discord and talk about this further.
Thanks for reading!
It's been a while, but I'm getting back into speedrunning this game, and I just have a couple of questions about some technical details
1. What framerate does the game run on?
2. How long does coyote time last for? (the period where the player still has the ability to jump after falling of a platform)
I have a chromebook. Not only that, but my school blocked developer mode, so I can't download anything. My only options are
a) screencast, which results in lagging the game and laggy recordings: https://www.youtube.com/watch?v=3FHdkLC7IJo
b) phone, which requires me to hold my phone with my left hand and play with one hand, which is harder for me than my usual wasd + spacebar, but i'll probably try it out once exams are over and I actually have free time outside of weekends: https://www.youtube.com/watch?v=tPbtmEx92v8