Krzyhau
Worst kind of RNG
updated
0:00 - 0. "Triple Laser Phase"
0:17 - 1. Triple Laser Guy
0:55 - 2. guys something is wrong with my pig
1:48 - 3. ???
2:03 - 4. Turret Berdly Serenade
2:44 - 5. Triple Laser Prelude
4:02 - 6. Chonker Track (Beta)
4:43 - 7. Chonker Track (Hoshi Remix)
5:16 - 8. Ding Ding Ding Ding Ding Ding.
5:23 - 9. He Arrived
5:40 - 10. He Found It
6:23 - 11. Entering The Purgatory
6:57 - 12. Discovery
7:24 - 13. The Cave Johnson Council
8:02 - ???
This is a short trailer video presenting RecoDeli - a small physics-based puzzle game made in 72 hours for Ludum Dare 53.
Play it now on itch.io:
krzyhau.itch.io/recodeli
Ludum Dare page:
ldjam.com/events/ludum-dare/53/recodeli
if this video gets like 10 likes im making it a full game
Credits where credits are due:
- Voice synthesis by ElevenLabs
- Original voice of Cave Johnson used for synthesis by J.K. Simmons
- Scripted and recorded by me
I hope y'all will enjoy it.
This TAS is a small project of mine that I worked on some time ago, but only recently managed to successfully finish it. Thanks sear for helping me bruteforce this monstrosity of a TAS script.
Final time: 47.733
Consistency: way too low to measure.
Sanity: lost
Sources:
- "Quick Musical Doodles" by Two Feet
Sources:
"Anitra's Dance" and "In The Hall of the Mountain King" composed by Edvard Grieg, performed by Musopen Symphony
Sources:
Mundial Ronaldinho Soccer 64 Intro
Hopefully you'll enjoy this tragedy of a cinematography i've put together during these last two months. See ya in the next one (like in another year lol)
You can watch the TAS here:
SourceRuns - youtu.be/MZi1dXwCqG8
SGQD - youtu.be/PSux9R2rte0
But it's possible. So let's hope it'll become even more possible in the future.
We believe.
Thanks to CeyHun for figuring out missing puzzle pieces. Without him, the route would've been impossible.
Thank you, Portal 2 TASing community, for believing.
Rough explanation of PPD (will be updated with new hot technical info some time in the future): https://wiki.portal2.sr/Player_Physics_Deformation
Music: Kuraine - Summit (No More Running Mix)
This game was created for a Ludum Dare 50 game jam.
You can play it here:
krzyhau.itch.io/exitgame
Ludum Dare 50 game page link:
ldjam.com/events/ludum-dare/50/exit
This is a reuploaded version, which is simply an upscale of the original, in hope that it'll improve the quality of the video.
Huge thanks to mlugg for providing a voice-over for this video, as well as being a part of the seamshot research.
Additional credits:
- El Korgus, reassagressta and Imanex for Portal 1 footage
- Jarool for Team Fortress 2 footage
Links:
- Seamshot Visualizer on GitHub: github.com/Krzyhau/SeamshotVisualizer
- Seamshot Calculator on GitHub: krzyhau.github.io/SeamshotCalculator
Sources:
- Baba Is You OST by Hempuli (play baba, great game!)
0:00 Introduction
0:23 Collision with Brushes
1:04 Ray-brush Collision Algorithms
3:47 Corner Seamshot Examples
5:45 Wall Seamshot Examples
6:52 Seamshotting Through Complex Brushes
8:35 Conclusion and Practical Examples
This route is a result of a seamshot research leaded by me and mlugg for the past week. We've discovered how they work and what's required for them to exist, which improved the methodology of looking for them, which ultimately allowed us to find a seamshot in Conversion Intro that makes this route possible.
In short, non-axis-aligned brushes (level geometry) have a faulty ray collision detection. It uses a small distance (0.03125 units to be exact) to virtually shift every plane of the brush away from it, creating an illusion of it being slightly larger. However, because of the incorrect math in the collision code, planes facing the same way to the ray are shifted into the brush instead of away from it. This means that if you shoot very closely to the edge/wall of the non-axis-aligned brush, a virtual "opening" is created as long as you're not facing the wall which creates this opening. This allows us to literally shoot through corners and walls if conditions are right.
There are some technical difficulties to it, which I don't want to explain here. If you want to learn more about seamshots, read this article: https://wiki.portal2.sr/Seamshot (WIP)
With advanced knowledge of seamshots, I was able to locate a shootable seam between a wall and a frame of the elevator shaft window that leads to the portalable wall on the other side. After that, it didn't take long to find a route that would save some portals.
I started the same way as in the old route: navigate through beginning, get to the office area, ride the elevator to the conversion gel test. Now, I need to get outside of the middle area, because you cannot shoot the portalable surface through the seamshot neither from there or from catwalks. I used two portals for this, placing one in a way that would allow me to perform gel stucklaunch, but more on that later.
Next, I aligned myself for the seamshot. Here are some tips for it in case someone wants to attempt this:
- Your Y position should be in a range between -191.96975 and -192.0, preferably as close to the first value as possible. X position isn't as precise, just stand in the spot I do in a video and you should be fine.
- Your pitch angle (first value in cl_showpos/sar_hud_angles) should be close to -50. Not very precise, but try to not deviate more than half of degree.
- Your yaw angle (second value in cl_showpos/sar_hud_angles) should be VERY close to 0, and has to be negative. The precision required for this value goes as high as 5 decimal places.
Once I hit the seamshot (the giant metal sphere is not solid btw, the only solid thing I'm shooting through is just the seamshot spot on a window frame), I go back to the floor portal, pass through it to get into the shaft, and prepare the floor portal in it for gel stucklaunch.
This is a funny glitch that had no application in a single-player campaign until now. Basically, if you stand on a floor portal, gel particles going into it can occasionally get stuck on you. This, for whatever reason, allows them to gain vertical speed, which then you can release by walking or jumping away from the particle. Thanks to it, we can launch conversion gel particles close to the exit and place our last portal over there to finish the level.
I'm very happy that our seamshot research paid off and brought not only a 2 portals save, bringing total number of portals needed for Inbounds NoSLA run down to 71 (for Inbounds SLA that would be 64), but also a very nice TAS route, which brought Conversion Intro TAS time below the 30 seconds barrier (!). Honestly, this map has been ruined in quite positive way!
Now that we know precisely how seamshots work, more wild routes involving shooting through walls and corners have a chance to appear in the future, so stay tuned.
Here's a long and detailed explanation of this run in case anyone was curious:
First, you'll notice that when I jump out of the elevator, the movement analog in input HUD is flickering between left and right. This is autostrafer doing its work. The way strafing in this game works is by moving left or right at a specific angle, you can accelerate past your maximum movement speed (for more detail about strafing, I recommend watching this video by Matt's Rambling: youtube.com/watch?v=rTsXO6Zicls). Autostrafer automates this job for us by finding the precise angle we should move towards. Additionally, it alternates between strafing left and right so our movement path is as straight as possible, giving us easier control over it.
Then, you'll notice I actually deviate a little bit left before the stairs. It's actually not to get me closer to the doors but to alternate my movement in a way so I reach the end of the stairs faster, because that's where the trigger opening the door is located. There's a lot of variables that come into the stair movement (I actually slide on them for a short moment) and we're still quite unsure what would be THE most optimal ele movement, but that's the best I've got after some trying.
Then, I shoot the portal through the doors below the cube as soon as I possibly can, and then the same case for the second portal right next to the exit doors. My goal is to get cube and myself next to the exit door as soon as possible and have a portal placed next to the laser so I can perform a Laser Switch Glitch (more on that later).
As soon as the cube passes through the portal (the object passes through the portal if the center of it passed through), I place the portal below myself. You can also notice me crouching before falling into the portal - this puts the center of a player lower, so I can pass the portal quicker.
Right after passing the portal, I use peek-a-portal to shoot a portal next to the laser. This is a technique that abuses the eye offset that's set when passing through the portal to interpolate the view in a nice way. When it happens, your camera is "peeking" into the portal, which allows us to shoot from the portal we're peeking from while still being next to the portal we're peeking into.
Finally, after placing another portal to redirect a laser towards me, I grab the cube, wait for it to reorient itself and use it to redirect the laser and perform Laser Switch Glitch. It's a glitch that abuses the fact that laser receivers remains active for about 0.1s after the laser stops hitting it, allowing us to activate all three receivers at the same time with only one laser.
We're doing Laser Switch Glitch twice - one to open the door, and another one once we've passed it to activate the ending dialogue. It's needed, because we cannot leave the map quickly if the ending dialogue has never finished. This is also part of the reason why we wait in front of the elevator - once we enter the elevator, the game will check in cycles if the ending dialogue has finished (compare it to the bus analogy from Super Mario Bros.), so the goal is to enter the elevator in a way so the check is done as soon as the dialogue is finished.
If you have any other technical questions about this run or Portal 2 TASing in general, feel free to ask them in comment section and I'll be happy to respond!
The run ended up saving 2.067s from the current community best time, and I'm very proud of it.
Heavily inspired by Sight Seeker content. Make sure to check it out:
youtu.be/3M_mC3_IF50
also, why do I feel like someone's gonna steal it in like a nanosecond because i didn't watermarked it? damn, gotta prepare my copystrikes and lawsuits.
This is the end of 3rd season. I hope you'll enjoy.
Sources:
- "Regurgitation Pumping Station" by Kyle Gabler (World of Goo OST).
- Turret Wife Serenade techno loop made for this video by Hoshiyami.
- "Sanctuary Guardian" from Earthbound.
- "Scatman's World" by Scatman John.
- "Triple Laser Phase" by Mike Morasky (Portal 2 OST).
- A lot of samples from FreeSounds.org and my previous videos, I honestly lost track of them lol.
I'm still working on the next big video. I swear I'll release it eventually and I'll try to disappoint only half of you.
Sources:
"September 28th" by Atlantis
#Shorts
(idk how shorts work pls help)
also, it's officially a subseries now.
Sources:
- "Opening Titles" from BBC's Sherlock OST (Triple Laser cover, unpublished).
- "Coffee & Jazz - Jazz Classic" by Cafe Music BGM channel
- "Opening Titles" from Doctor Who Series 11.
- "I'll Remember You" from Steel Guitar Magic by All Star Hawaiian Band.
- Cave ambient (cave14.ogg and cave17.ogg) from Minecraft.
- "Bearer of Bad News" clip from the movie "Brigsby Bear".
- "It's a pile of balls" clip from TV show "Boohbah".
- "Captioned Seal (Sea Doggo)" by YesBacon.
- Text-to-speech provided by Acappela Box, Google Cloud and Oddcast.
Shoutouts to Hambrix for doing a majority of work with the beach scene. Also, I'd like to thank everyone leaving suggestions and comments. I actually do read all of them, just not always care to answer lol.
I've created this project to explore the unique mechanics of 2D platforming in 3D environment and challenges related to implementing it. In the end, I've managed to make small yet pretty solid game with 4 levels and one cryptic puzzle (which, by the way, requires you to have end-game FEZ knowledge). I really enjoyed developing it and, who knows, maybe in the future I'll come back to it and expand this idea (but not before hiring some puzzle designers lol).
In the meantime, this is where I leave this project. You can download the game here: krzyhau.itch.io/feztal
Big shoutouts to 0x0ade, Dango360 and Hoshiyami for making custom music tracks for this game. It definitely adds a lot of character to the final product, and I'm very happy because of that!
get me 3 likes below this video and I'm making it into a full game with 3+ puzzles, 0 or more custom music tracks and no volume settings.
Sources:
FEZ (honestly, if you haven't played this great adventure-platform-puzzle game, go do it now!)
"Flow" by Disasterpeace (FEZ OST)
You can play it here:
krzyhau.itch.io/mine-shaft
Ludum Dare 48 page:
ldjam.com/events/ludum-dare/48/mine-shaft
Sources:
"Introducing Stanley" by The Blake Robinson Synthetic Orchestra (The Stanley Parable OST)
"Nature" by Disasterpeace (FEZ OST)
Sources:
"Best Of Times" by Kyle Gabler (World Of Goo OST)
Additional Credits:
"Triple Laser Underground" by DarviL (steamcommunity.com/sharedfiles/filedetails/?id=2176232162)
"Triple Laser, but something's odd" by terrified ice cream (steamcommunity.com/sharedfiles/filedetails/?id=2156876859)
"Triple Horse Phase" by Valla-chan (steamcommunity.com/sharedfiles/filedetails/?id=2307159747)
"engy_laser" by Hambrix (youtube.com/watch?v=G_z9DcD8wGs)
"Triple Laser Overgrown" by Baguettery
"Triple Laser Destroyed" by Wii2
"Double Decker Laser" by Luke18033
A little bit of flashing light in the middle of a video, but you know this already lol.
Read description before asking any questions.
Ever since the research on PPD (Player Physics Deformation), I've tried to come up with a 0 portals route for this chamber. It would've been much easier if we could rotate the hitbox around other axis (we could just clip through final doors then) but, well, that works as well.
The general idea of the route is to get into the main neurotoxin generator room with chair, use it to climb all the way up and then do some wall prop hopping to reach the end. Sounds simple, but there are some problems. Huge problems.
First of all, player cannot easily get back there once they reach a room with the chair, because the window is blocked by player clip brush. The solution is Player Physics Deformation. Basically, by getting stuck in physics objects or dropping them within ourselves, we're able to rotate our hitbox along X axis, causing the physics to behave really weird. Thanks to this trick, if we rotate our hitbox 90 degrees, we can clip through walls on Y axis by simply interacting with physics objects in a right way. However, this takes a long time. It took me more than 30 minutes to perform PPD on the doors in this video. But hey, if it was easy, the strat would've been found years ago.
You may ask "why not just clipping through the player clip brush in an observation room, grabbing the chair behind you and strafing to catwalks?". Unfortunately, there's another giant clip brush that blocks us from landing on catwalks (which is weird, because normally there is no way to interact with it). That's why we have to do some additional steps to get to that point.
So, after grabbing chair and doing Implosion Skip, I go down and grab one of turrets and throw it to the catwalks below for later use. Then, I navigate my way over there (it's not as easy to get there as it may seem. There are player clip brushes EVERYWHERE) and use the turret to clip the chair through a door.
Now, I have to clip myself through them. And that's where PPD comes in. At the beginning, I walk backwards to push against the doors, which not only keeps player's physics hitbox active, but also exposes it enough so I can drop the turret within it and start PPD. Once I get it to rotate by around 2 degrees (I used special hud to see the vphys rotation when performing the route), the hitbox is "exposed" enough for me to switch to less precise but more effective setup. And then, after about 20 degrees, the hitbox is tilted enough so I can simply drop the turret inside it and wait for it to rotate all the way to 90 degrees.
Finally, I can stand on a turret to clip myself through the doors. It's normally not a case for normal brushes, but I'm pretty sure that for these doors you have to "touch" the chair on the other side with your physics hitbox to clip.
The rest is just precise prop climbing and wall jumping. While the setup for tower climb I used in the video is pretty doable, I think there might be something easier that won't ruin potential CM runs. In any case, that route definitely needs to be reworked before someone attempts to do this in CM.
Shoutouts to Nidboj for doing the last segment for me (i was too lazy lol)
This run is segmented (26 segments) but does not utilize any glitches that require save-loading.
coming to your least favourite streaming service next year
Sources:
"Journey Of Discovery" by Elephant Music
update: did stream it. it was cool
also here's the project: github.com/Krzyhau/MinecraftPlaysPortal
Sources:
"We Ride Tonight" by The Sherbs
(actually it is "Contact" by Daft Punk but I wanted to be original)
Sources:
"Human After All" by Daft Punk
also ONLY A SMALL PRECENTAGE OF YOU ARE NOT SUBSCRIBED TO HIT THAT UNSUBSCRIBE BUTTON AND GO FIND A BETTER CONTENT CREATOR YOU FOOLS
Sources:
- "Atlas" by Jake Chudnow (Mind Field Intro)
- "how to spoon"
- "Coffee & Jazz - Jazz Classic" by Cafe Music BGM channel
- "Californication" by Tongo Oficial
- "Oh my god its the poggers man" voice by Sr Pelo
- voice snippets from various of videos by Michael Stevens (Vsauce)
- "Moon Men" by Jake Chudnow
- "Lucifer's Hymn" by Peter Gundry
- "Baba Is You" game.
- "007 Sound System" by Dreamscape
- "Flight Range" from The Legend Of Zelda: Breath of The Wild OST
- "Nie dokazuj" by Marek Grechuta
- TTS voices provided by Google Translator and Acapela Box
The wiki, obviously, is still incomplete. The number of available resources is now limited, but will increase over time.
https://wiki.portal2.sr/
Music: Some Assembly Required [Remix] by Vandoorea (go check them out, they make some cool Portal 2 remixes)
Shoutouts to Jukspa for finding out that seam shots are actually possible in Portal 2. Hopefully some amazing (yet awful in execution) routes will be discovered soon.
This crazy chair hops allows you to skip the neurotoxin generator implosion cutscene, allowing you to complete Neurotoxin Sabotage in 2 portals AND potentially save about 7 seconds from current world record (got 3rd place with this route at the time of uploading and that's with worse panel cycle, which is about 8 seconds worse).
In case someone is wondering, I made it through the portal thanks to the broken moving portal mechanics, which allows you to get pass it as soon as you touch portal's bounding box.
Music: Soulful by L'indécis
The main idea behind the boost in the second room is that you have to put the cube in the corner, push into it diagonally (with W and A), then grab it. If it doesn't rotate, you can start hopping while still pushing against it. I also try to wait between each jump. Additionally, Oryn suggests that spamming jump during flight helps, no idea if that's true or not. Besides that, there's not that much technical knowledge about this thing. Just go for it and hope for the best. Your standard LP bullshittery.
Video was split to skip my failed boost attempts.
Demo:
cdn.discordapp.com/attachments/677558500217323550/764476527390752778/future_starter_2portals_2.dem
Sources:
- "Beyond" by Disasterpeace (FEZ OST)
- "Hello, MOM" by Kyle Gabler (World Of Goo OST)
- transition sound present in many videos using this meme format, couldn't track the source of it.
- "Stick bug song" from Bee Swarm Simulator by Onett
also this brings down the SLA portal counter to 69 (nice).
Sources:
"Skin" from the movie Ex Machina
"Going Down" by Jake Chudnow
Music:
"Sanctuary Guardian" from the game Earthbound
yeah me neither, but sometimes it do be like that
Music: "Eternal Youth" by RŮDE
cuz nobody wants to see routes no more
they want hecking memes
Sources:
"We're Finally Landing" by Home
"Halo Theme (Ye Olde Medieval Version)" by LjB0
"Sanctuary Guardian" from Earthbound
"Pat & Mat Music 5"
"Regurgitation Pumping Station" by Kyle Gabler (World of Goo OST)
TTS voices provided by Acapela Box
1. Place the floor portal with second angle around 151.50 (max 0.5deg of error is okay).
2. Shoot into a corner next to doors. Thanks to wall bumping, this always puts the wall portals in the exact same spot.
3. Stand in the corner next to the railing and look at the same spot on a pipe I did in the video. Do NOT move your mouse from now on until you get stuck in ground.
4. Go through the portal. You want to save here, because next parts are random.
5. Walk backwards and place a portal. You should be stuck.
6. Wait for some time and then remove the portal underneath you. Waiting 2 seconds is the most consistent for me, but you may want to wait shorter or longer. After that, you should get stuck deeper. If not, load the save.
7. Um... do superreportal, not much to explain here. 9 reportals should be enough to clear the distance.
GIVE ME ROUTE CREDITS!!!!
Unfortunately, the fling doesn't seem to be useful. Because the game allows you to jump from the ramp only at specific conditions (falling and being 2 units away from the ground, as far as I know, but I might be incorrect), you don't have enough height to reach the cube. With autostrafer I used in this segment I was able to satisfy these conditions and reach the platform and the cube.
The rest of the route is pretty doable, so that's the only part we're not able to execute without the help of tools. The only hope for this specific route is some sort of different lineup, allowing you to get slightly different fling and, hopefully, give us the right ramp landing. Until then (or until someone figures out something better than this piece of garbage), this route is TAS only.
Just to clarify, autostrafer was used only after the catapult trigger boost in order to achieve enough speed for the ramp jump. Everything else, including the catapult trigger launch itself, was done RTA by me.
General description of the setup:
1. For the orange portal, line up with a tile, then walk back until you walk off of it, then shoot the ground with angle somewhere around -30.
2. For blue portal, align yourself so that the end of a black trail on a tile is aligned with your crosshair, then shoot the portal with angle close to 90
3. Align yourself with the tile seam and walk until you get off the tile.
4. Make your second angle really close to -28.50.
5. Move backwards with a tap of a button.
6. Walk forward, wait a little bit after getting stuck.
7. Hold crouch and shoot portal. You should be stuck deeper.
The rest is just Super Reportal with speed of about 3100ups, nothing specific.
If you cannot get stuck, make a save right before step 5, then repeat later steps until you get the right clip.
You can use `developer 1` and `ent_bbox player` for practice. When you get correct clip stuck, your vphys hitbox (the yellow one) should wobble, then repeadetly fall into portal.
Idk how much time it saves. Led forced me to route Mel so here I am lol.
how????
why?????????????
Song:
AAAAAAAAAAAAAAAA
Demo:
drive.google.com/file/d/1v-edE5S8xEhQyDZWYd_LtQSFwvwzSxTM
The route consists of two parts. One is getting stuck deep enough to build enough speed with super-reportal. Another one is deactivating the catapult trigger to avoid being yeeted by it while building the speed.
The first part is possible thanks to the glitch we simply call "clip stuck", which involves walking into a stuck spot inside a portal at a specific angle (118 or -28), making the player's hitbox wobble away from a player, allowing you to get snapped into a brush when removing a portal. There are a couple of ways to prepare such stuck spot, but for now we find the cabinet in the office room the most convenient.
Deactivating catapult trigger is a new trick and is basically what made that route possible. Turns out that if you exit and enter the trigger really fast, there's a small chance it will ignore you until you exit and enter it again.
Shoutouts to iVerb and PerOculos for original strat idea, NeKz for original clip stuck discovery, and a bunch of people in P2 Speedrun Server for helping and supporting the routing when each individual part was discovered and analyzed (mostly bill_play3).
no meme video this time, unless I find Lemonade Skip
Music: Insanity Ending music from The Stanley Parable (couldn't find it in the official OST)
• BETSRUNER WAS RIGHT: youtu.be/j2SApBW1rOo
• Another call to expert routers for Wakeup: youtu.be/pzgLsz-qEJo
Quick explanation:
About 5 years ago, PerOculos managed to jump over the invisible wall blocking you from getting out of the lift. Since then, a route possibility has been theorized, where we would reach level transition trigger early. You see, when the cutscene takes control over the camera, you remain at the same position. So, even though you cannot move during this cutscene, you can assume a scenario where you stand on top of incinerator and fall into it once its aperture opens, activating level transition trigger about 6 seconds faster than normally.
There is one problem - collidable part of the aperture, func_door, will drag you with it, because the game will always try to add the velocity of entity you're standing on to your current velocity, making it seem like you're glued to it. The solution is to place a physics object on top of incinerator, then stand on it. That additional physics interaction allows the func_door to slip below the object, allowing you to fall in.
Thankfully, we have two collidable clipboards we can work with, but that leads to another difficulty. To prevent leaving Wheatley behind, dropping objects in Wakeup is disabled, which means we're forced (until better route is found) to perform a complicated maneuvering in order to place the clipboard on top of the incinerator. I find it much easier with controller, because analogue inputs give you better control over the clipboard sliding on top of your head, so that's what I did in this video.
This route will not only save a couple of seconds in CM and segmented run, but will probably become an essential part of Least Portals run. A side effect of this trick is damage immunity - my guess is that player can't take damage when using view control entity, and since we never left that state, it gets preserved to further levels. Thanks to this, it's possible to save 1 portal in Bridge Intro and it's quite possible there are more saves in other chambers.