Thanks =].paul wrote: 1:19... that's freakin' crazy! Well done! I've added my best time now that it's been beaten (destroyed?). Btw, I appreciate the photo evidence, but I think having it as a requirement may discourage people from participating. It's a pretty friendly and honest community with not a hell of a lot to gain from cheating. Also, one could easily edit the code to slow time down or something, so there's not a whole lot to gain from it. I did consider displaying some kind of code that you could submit for verification, but with source available (and very few bytes to spare) I think it would have been a waste. I could keep the code generation source separate. I'll consider some kind of method of proof for my update, but it'd need to be decent or it'll just encourage folks to break it.
Anyway, I can't see 1:19 being beaten any time soon.
Well, about the picture, I didn't think people wouldn't believe me, as you said, it's a small and honest community and it's very easy to change the code. I thought of it just as a formality and, you know, cellphone in the pocket, TV right in front...
Validating records for free software games (even proprietary) is something very delicate, people can easily understand the algorithm and go around it. I always think of this and the only semi-viable solution I have found is uploading replays and have people manually check. This is how x-moto keeps track of its over 2000 levels' records and that's how twin galaxies does it (in a more strict way, having people watch very long tapes to find anything illegal).
I noticed it's supposed to be day time(right?) and there's the moon just hanging out in the sky, I wasn't gonna say anything, but now that you mentioned it, removing it wouldn't look bad at all.Y'know, I was thinking of doing that when coding it, but I guess I just ran out of space. I store the current name and time in a separate variable atm, but if I just add it to the best times array, I could probably do so without spending anymore bytes. I think I only have 36 bytes to spare, so any changes will be slight unless I remove the moon graphic or find space somewhere else. I'll add these suggestions to my update list and see if I can fit the ones I agree with in.
I like the way it is on the wiki and the demo explains it very well.Sorry if some of the details of the game were mentioned cryptically on the wiki post. It's done in a light-humored manner (maybe stressing the light side of things? ) and I can see how it might be confusing. But spending or saving those coins should be a huge decision. Also remember that any poison time remaining at the finish line will add to your time. Sometimes a seemingly harmless poison that taxes you (removes a coin) can be the worst kind of poison; like if it takes you from 5 to 4 coins So if you have 5 coins, getting that 6th can be a nice buffer.
I came up with a perfect plan where I have to use the coins only once and save a lot of time.
Also, there's one poison I wanna talk about, I'm gonna take a look at it again, see if my idea is not stupid and then edit this post.
EDIT:
You see, when you get to this part and you're going really fast, you just hope the poison won't slow you down, because it's pretty much impossible to dodge it without almost stopping. Turning the speed runs into luck runs, if it turns you into a snail or paralyzes you, you're done. If it subtracts coins, you're perfect and lucky. If it makes you drunk, you're OK, just jump when the timer reaches zero.
I suggest either removing part of the ceiling that blocks the jump or move the poison a few tiles ahead, where people can actually jump over it.
And this part:
Every time I jump from the second platform, I hit the flying block, so I had to come up with another plan (which does work very well), I just fly instead of jumping and collect coins to make up for the time lost. But I was just wondering if there's another way or if you can calculate the right time to jump, it's pretty frustrating having to go back all the way.