Releases: Dalet/140-speedrun-timer
Releases · Dalet/140-speedrun-timer
v1.1.1
v1.1
v1.0 - Beat Timing
Changelog:
Timing changes:
- Beat-based timing (for consistent times)
- True loadless (or at least very close to it)
- Time now starts when activating the title screen
Autosplit changes:
- Key/orb splits now happen later
- Video showing the two points above: https://streamable.com/xqjgh
- Hub splits now happen on level load to match IL timing.
- Level 2 boss split now happens when the tunnel walls start closing. Video: https://streamable.com/xmjpk
Other:
- Full game and Individual Level times are now logged in
speedrun-log.csv
in the game's folder. Old timing is logged as well. - Added Individual Level (IL) mode. When enabled, the timer will reset and start on level load. In default mode the timer does not freeze on level completion anymore, except on level 3 and 4.
- IL mode can be activated with the
-timer-il-mode
command line argument.
- IL mode can be activated with the
- The game no longer pauses when it loses focus
Beat Timer experimental build 7
Changes since previous experimental build:
- Added Individual Level (IL) mode. When enabled, the timer will reset and start on level load. In default mode the timer does not freeze on level completion anymore, except on level 3 and 4.
- IL mode can be activated with the
-timer-il-mode
command line argument.
- IL mode can be activated with the
- Hub splits now happen on level load to match IL timing.
- Level 2 boss now splits when the tunnel starts closing.
Beat Timer experimental build 6
Changes since previous experimental build:
- The timer now shows hours
- Fixed multi-version support
Beat Timer experimental build 5
Changes since previous experimental build:
- Fixed 1-5 split
Beat Timer experimental build 4
Changes since previous experimental build:
- Now splitting on colorsphere expansion
- The time between colorsphere expansion and load isn't counted out anymore (was an oversight)
Beat Timer experimental build 3
Changes since previous experimental build:
- Add the few frames where the beat is resetting to time with loads
- Added a real time timer for debug (3rd)
- The game doesn't pause in the background anymore (for debug)
Beat Timer experimental build 2
Changes to timing had to be made so everything lines up on beats:
- timer starts when pressing space/up
- hub loading time starts a bit later
- key/orb split time is unchanged but doesn't match the video exactly (it's consistent though)
- we could change the split so it matches the video perfectly, that would be splitting when the timer pauses
- level 2 boss now splits when it starts coming down for the last time
- level 3 cutscene is now true loadless (sort of)
Beat Timer experimental build 1
Changes to timing had to be made so everything lines up on beats:
- timer starts when pressing space/up
- hub loading time starts a bit later
- at the start of a level, player control is held until a certain beat so it lines up with the beat you would normally start on at 60 fps
- (since it never really lines up perfectly you'll have to wait for it even at 60 fps)
- key/orb split time is unchanged but doesn't match the video exactly (it's consistent though)
- we could change the split so it matches the video perfectly, that would be splitting when the timer pauses
- level 2 boss now splits when it starts coming down for the last time
- level 3 cutscene is now true loadless (sort of)