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Releases: Dalet/140-speedrun-timer

v1.1.1

22 Apr 00:43
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Changelog:

  • Change player color on gate teleport cheat only if the gate wasn't activated (#6 by @rmadlal)
  • 64-bit macOS installer for Catalina compatibility (issue #7)

v1.1

02 May 22:20
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Changelog:

  • Set proper color when using BeatLayerSwitch teleport cheat (#1 by @rmadlal)
  • In IL mode: double R resets the level, and left shift + double R resets to the hub (#3 by @PublicSVM )
  • Changed new update text to include the release type

v1.0 - Beat Timing

11 Feb 08:49
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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:

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.
  • The game no longer pauses when it loses focus

Beat Timer experimental build 7

17 Dec 03:21
0fce5f2
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Pre-release

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.
  • 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

09 Dec 22:25
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Pre-release

Changes since previous experimental build:

  • The timer now shows hours
  • Fixed multi-version support

Beat Timer experimental build 5

01 Oct 01:50
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Pre-release

Changes since previous experimental build:

  • Fixed 1-5 split

Beat Timer experimental build 4

30 Sep 18:19
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Pre-release

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

22 Sep 13:10
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Pre-release

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

17 Sep 09:08
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Pre-release

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

16 Sep 10:42
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Pre-release

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)