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Crazy Pony - Discordville optimal run - time: 1:36

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I've had this run down for a while now, but, since Crazy Pony went open source, I figured I should build a native version before recording it. Finally I decided to try.
It took me almost a week to correctly build it. The project has some relatively "cutting edge" dependencies, including C++11 features. So I ended up building it in a virtual machine. This had it's own problems. I went through trying to build it on three separate virtual machines. I learned some rather painful lessons about library linking and library versions. But finally I was able to get a working build.
The build used is of commit 34e92db31bb4726d60b72ba1ece8cadf94eaa881. Though, I did have to make one minor fix. There is a strange bug involving one of the beds, in the level, not working and this bug doesn't exist in the current windows release. It must be code related, since I copied over the map data from the windows release, but the bug persists. So I had to open the map in inkscape and switch the position of the bed with another. Oddly enough both beds worked as expected afterwards. Fullscreen doesn't quite work for me, so I had to record this video with a lower resolution.
Anyways, this is a run I perfected over perhaps close to half a thousand playthroughs. I have played the level several times about every other day for quite a while now. It demands great precision in control and timing, so it works as a pretty good skills test/exercise. Since my last video, where I had a time of 1:49, I determined that I could get through the first portion a bit faster to cut the time down to about 1:42. That was unbeatable for a long time. But then I determined a rather difficult way to get through the apple field a few seconds faster, which allowed me to reach the block portion at a time where I could pass through without waiting. This cut the time down to 1:36, and, since the only real waiting is at the elevator, I will call this optimal for the level. It is possible to get it down to 1:35 on rare occasions, but I think that has to do with waiting a bit before starting, so it isn't really part of the run. (Things start moving in the level before you move past the start line, so, if you wait about a second and you can still manage to get on that first platform before it leaves you, you can cut a second from your time).
It took me almost a week to correctly build it. The project has some relatively "cutting edge" dependencies, including C++11 features. So I ended up building it in a virtual machine. This had it's own problems. I went through trying to build it on three separate virtual machines. I learned some rather painful lessons about library linking and library versions. But finally I was able to get a working build.
The build used is of commit 34e92db31bb4726d60b72ba1ece8cadf94eaa881. Though, I did have to make one minor fix. There is a strange bug involving one of the beds, in the level, not working and this bug doesn't exist in the current windows release. It must be code related, since I copied over the map data from the windows release, but the bug persists. So I had to open the map in inkscape and switch the position of the bed with another. Oddly enough both beds worked as expected afterwards. Fullscreen doesn't quite work for me, so I had to record this video with a lower resolution.
Anyways, this is a run I perfected over perhaps close to half a thousand playthroughs. I have played the level several times about every other day for quite a while now. It demands great precision in control and timing, so it works as a pretty good skills test/exercise. Since my last video, where I had a time of 1:49, I determined that I could get through the first portion a bit faster to cut the time down to about 1:42. That was unbeatable for a long time. But then I determined a rather difficult way to get through the apple field a few seconds faster, which allowed me to reach the block portion at a time where I could pass through without waiting. This cut the time down to 1:36, and, since the only real waiting is at the elevator, I will call this optimal for the level. It is possible to get it down to 1:35 on rare occasions, but I think that has to do with waiting a bit before starting, so it isn't really part of the run. (Things start moving in the level before you move past the start line, so, if you wait about a second and you can still manage to get on that first platform before it leaves you, you can cut a second from your time).