Speedrun.com accepted my submission for this Dmod
Cast Awakening Part 1: Initiation
https://www.speedrun.com/cast_awakening_initiation
It may be unlikely people care about this, but I've been running this game a lot and it's been fun. This game makes for excellent routing puzzles. It's kinda depressing if nobody cares, so I hope you consider it. It won't be too hard to beat my records. I didn't go too hardcore on these, just did them for fun.
Any% already has some obvious routing improvements, such as going to Ending 1 instead of Ending 3, or using more bombs, or the fact bombs don't hurt Dink like why did I never know that?!?!
100% is seriously just my casual re-playthrough of the game for like the 4th time, with minimal planning.
But "All Weapons", now that's a category I'm going to try to defend a little bit. I'm going for sub-1-hour, hopefully. Again, I could do a dozen runs to get 1st in something nobody cares about, but it's undeniably been fun to sspeedrun this Dmod.
...Wow, is this only my 2nd post on these forums? And I made my forum account 14 years ago too!
It may be unlikely people care about this, but I've been running this game a lot and it's been fun. This game makes for excellent routing puzzles. It's kinda depressing if nobody cares, so I hope you consider it. It won't be too hard to beat my records. I didn't go too hardcore on these, just did them for fun.
Any% already has some obvious routing improvements, such as going to Ending 1 instead of Ending 3, or using more bombs, or the fact bombs don't hurt Dink like why did I never know that?!?!
100% is seriously just my casual re-playthrough of the game for like the 4th time, with minimal planning.
But "All Weapons", now that's a category I'm going to try to defend a little bit. I'm going for sub-1-hour, hopefully. Again, I could do a dozen runs to get 1st in something nobody cares about, but it's undeniably been fun to sspeedrun this Dmod.
...Wow, is this only my 2nd post on these forums? And I made my forum account 14 years ago too!
Huh, very nice! Didn't know they accept random "mods" for games too.
Btw, Seth, if you're reading this, here's an idea for a DinkHD improvement - adding an option to display a game timer for speedrunning purposes. The Dink saves keep track of total play time right? So I imagine it wouldn't be too difficult to display that live (as an option, might be annoying for most people hah).
Btw, Seth, if you're reading this, here's an idea for a DinkHD improvement - adding an option to display a game timer for speedrunning purposes. The Dink saves keep track of total play time right? So I imagine it wouldn't be too difficult to display that live (as an option, might be annoying for most people hah).
Speed runners generally use an external timing tool for that anyway, for splitting. Not sure a timer is necessary outside of the save machine playtime records.
With some clever coding it could probably just be displayed using a custom script anyway. We do already have This timer after all. Reversing it shouldn't be impossible - Saving the timer between games might be another story though.
With some clever coding it could probably just be displayed using a custom script anyway. We do already have This timer after all. Reversing it shouldn't be impossible - Saving the timer between games might be another story though.
Definitely easier to write a script for this. Rather than use that countdown timer that ExDeathevn linked, which has it's useful purposes outside of this, a more accurate way to do this would be to get the uptime of the game using sp_attack_wait(1, -1); on game start or game load, store it in a variable, and have the script survive permanently, than constantly check how much time has elapsed by checking sp_attack_wait(1, -1) again and comparing it to the original value. You could by all means create a timer this way that counts up and shows hours, minutes, seconds and milliseconds as well. On game save the current timer could be stored in a global, so it can be resumed on save.