nice trailer - looking forward to seeing the whole project!
beautiful
I’ve never heard your voice before, you sound like you can do a good Chills impression
Speedrun Timer is accurate to 0.1s
Speedrun Time is per level, not all in one
Hold to Jump is allowed, so is speedrunning the game using a controller.
Tags for Video:
@FearlessPhoenix
@SilverSong
Other’s
@Impasta
Wait so do I add all the times of the levels up?
Yeah, pretty much.
I think I’ll need to add to the rules that you need to add the level select screen to the video to make it easier on me lol
Yeah,
My total time was 7m 16.9s
My average time was 36.4s (436.9 / 12)
Level 1: 13.3
Level 2: 12.3
Level 3: 18.4
Level 4: 36.5
Level 5: 22.0
Level 6: 40.8
Level 7: 1:27.9
Level 8: 35.8
Level 9: 25.8
Level 10: 1:12.3
Level 11: 36.2
Level 12: 35.6
Rules of the Speedrun in my Game:
- No editing the level or code (No Cheating)
- The Level Select Menu must be shown after you finish speedrunning for your time to be validated
- If you complete a level, please do not do retakes for a faster time, that’s considered unfair.
- If you have any progress prior to the speedrun, it must be reset (this must be shown in a video before you start to prove you reset it)
What's Allowed:
- Hold To Jump
- Alternative method of gameplay (GamePads or Keyboard only)
Wow, for a Hopscotch project, that is a long speedrun – even my series of multiple games don’t go that long!
A lot of games have sub-1 hour speedruns. Mine happens to be sub-10 minutes, because it’s still unfinished.
I know, but for a Hopscotch project, that’s a lot of time
Hey, whatever keeps them occupied, right?
Why!!! I have 3 stars on every level!!! Also you cheated by having a faster frame rate then me!!!
You can just play it in a browser instead
That’s not something they can control
This is so your speedrun time is legit.
Also, my run does not count since I am the owner of the game.
Slow frame-rate will cause a project to slow down dramatically. This is outside my control.
Yes but you should make it so everyone’s frame rate must be as slow as the slowest speed runner or… make the speed run timer assume 60 frames is 1 second instead of using the wait second block or wait millisecond block. That way it’s fair. Or 30 frames if it’s has a “tick speed” of 2
this kinda thing can’t be implemented, it just wouldn’t work in a speedrunning setting