✨Watch in Turbowarp for the best experience!✨ https://turbowarp.org/1204328183 Green Flag to watch the TAS Video Space whilst Green Flag to skip intro cutscene Turbo Mode to go faster Eyes to watch the video
=== TAS INFO === Final Time: 1:48.96 (Frame Count / 30) Frame Count: 3269 RNG Calls: 7941 Game Accuracy: 95%~ - In the original project, the controls are delayed by a single frame, making TASing a complete nightmare. So I fixed it here - Scenery TF sets the Scenery Sprite to the back layer to fix sprite layering with gates - Dash Paladins clang range is slightly higher (???) - Death function has not been edited. If you plan to use my engine, please do not die or else everything breaks - Screen does not shake at the end cutscene TAS Sync: 98%~ (THIS TAS CAN DESYNC) - Arrow trajectories are sometimes desynced, causing a death. I don't know why === DESCRIPTION === Final project before my summer ends! This is a tool assisted speedrun of The King Is Dead by NemoNaturally === GAME EXPLANATION === The King Is Dead is a short platformer game. You play as a knight, and must go through the castle to find and kill the person behind the death of the king === ENGINE EXPLANATION === (See my Fix the Forcefield Generator TAS for the basic info. I will just explain all the new stuff!) Green Flag Sync: I implemented the ability to have the Green Flag sync into the TAS as an input. I just bounded a useless key to have it trigger a broadcast which acts as the green flag (in this case, it's M). But it's not that simple, because I also have to clear all the clones and stop all the music. The small details that you take for granted when clicking the green flag! Improved GUI: Since this project has actual inputs, I had to create an input display to properly show everything that's happening. It logs the directional keys as well as the mouse click for attacking RNG Display: Two new variables are shown at the top-left. The middle one is the "RNG Index" which shows how many times RNG has been called. The right one is the "RNG Return", which shows the value of the current RNG call === TAS VIDEO EXPLANATION === Before we start, I want to talk about RNG for a second (Ignore the fact that RNG is being called twice every frame, which is cause of the camera shake effect). Whenever I walk on flat ground, my character plays a random footstep sound which uses RNG. I can temporarily stop this by jumping so that footstep sounds won't play! This is one of my only forms of RNG Manipulation throughout the whole run, and I make sure to use it as much as I can! If you see me jumping around a lot, it's so that RNG can be manipulated! To start, I first start by obtaining 4 keys as quickly as possible. I use a modified version of the 2nd place route on Speedrun.com as it is the fastest way I know to collect 4 keys with the Green Flag During this, I have to make sure that the Archers do not hit me once, because I will use a damage boost strategy which requires me to be at full health. The archer's aim trajectory can be RNG manipulated to have them never hit me, which is why you may see me jump a few times during my route The first archer I jump on and kill at the same frame. I make sure to kill him so that he would generate death particles which uses RNG! This is so that the three archers later on won't be able to hit me (If I don't kill him, then one of the arrows will hit me) Now that I have gotten through the 4 archers (pretty much the only threat in the first section). I make my way through the barrels and damage boost through the spikes to avoid hitting the ladder which stops my momentum. I need to be at full health for this, which is why all that talk about the archers is necessary. Once I get the fourth key, I immediately press Green Flag to go back to spawn Now that I have all the keys I need, I head to the second castle area and slowly make my way towards the boss. There isn't much interesting here. Aside from the fact that I have to backtrack slightly to obtain a 5th key, and that I used another damage boost once I do obtain said key Anyways Boss Time. The boss is named "Ghost" so I will call him that for the rest of this explanation For pretty much every frame, Ghost has a (1/50) chance to do an arrow barrage attack, or a (49/50 * 1/30) chance to do a charge attack. If all events fail, he defaults to pathfinding towards you and doing a basic clang attack if you get close (when he does his clang attack, he stops using RNG until his attack ends). For the fastest possible fight, I want Ghost to ALWAYS do the clang attack. Which sounds easy since it's the most common, but there were many times where he ended up doing a charge or an arrow barrage instead. So I also have to RNG Manipulate a lot whilst attacking him. Whenever I stop moving, that is me not messing up the RNG so that he would do a clang attack (And yes, every single attack I do hits Ghost) I don't think this TAS is perfect. There are definitely ways to be much faster here. I just wanted to release something before summer ends!