After doing some math, I calculated that the average triple spike at 1x speed has a timing window of 0.0486 seconds. Sometimes I forget how hard this game really is.
@nguyenthai3140Reaction time isn’t related because you can see and anticipate the timing for a jump before you make the input, so it’s not reactive (unless the jump is blind and only appears just before you have to input)
It'd be cool to see you doing the same thing that you did at the end with Final Fantasy but for popular list demons. It might be a bit tough because of frame alignment (especially on ships) but I think it'd be a really cool idea. I love seeing you experimenting with new ideas, keep it up!
@@LeTim you could maybe try it for challenges, since they're shorter and since a lot of challenges are just wave or smth thats might make it a bit easier, though it still seems pretty time consuming to do
So, immediately I find out that a full, unspaced triple spike at 1x speed has a mere 3 FRAME window for 60fps. I've made a challenge with 24 of these in a row, and now I know just how precise it is.
@@GDZannhoss trust me it isnt. thats prob a 2.2 thing where 60fps might have a higher physics rate than before or something, because you do _not_ have 3/60th of a second on the first silent clubstep jump lol
@@Flyingturt1e when you think about it that's a 0.05s window to click. A blink is roughly 0.25 on average. You have approximately a fifth of the time a blink lasts to click. That is absolutely "that bad," geometry dash is a hard ass game.
Best gd video i watched in a while! I would very much like more of this! It is very interesting to see how hard some jumps are and it can be really useful while building challenges.
could you make a level that has a few sets of spikes setup so that each one of them is a frame perfect on a different fps value so for example 60, 144, 240, 360
Honestly, it's kinda crazy how a simple triple spike jump is already 2,83-3 frames on 60 fps, that's half the amout of frames of Slaughterhouse first jump on 360 fps
This video helped me make a level full of really tight jumps on 60FPS 1st jump: 1.5 frame window 2nd jump: 1.3 frame window 3rd jump: frame perfect 4th jump: 1.1 frame window
Unique video and I really like the concept. You could do something similar with Wave gamemode (like some of the most known wave clicks in the hardest levels)
To roughly calculate the frames in 60 fps, divide the frames by 6, round the first number down and round the second number up. e.g. 3-5 frames -> 0-1 frames
this is actually very interesting to watch and i prefer it way more than the 60fps frame perfect counters, maybe next time it would be interesting to count the frames of the clicks in a rated level on 360fps rather than counting 60 frame perfects?(although i can assume its quite a bit of work, i would find it way more interesting and satisfying to watch)
@@LeTim 1. dependant clicks i'd probably assume a specific point for the previous click, like the middle frame (so second frame for a 3-frame timing). if the click is an even number of frames, the second of the middle two frames 2. ship clicks the ship game mode isn't real, it can't hurt me (in other words, i'd probably just ignore ship parts entirely, or maybe figure out some other way to measure difficulty?)
The thing is, almost every level will have clicks that have windows that are dependent on how previous clicks are done, so it’s hard to really give a clear indication like that This applies to a pretty extreme extent in the ship gamemode in particular Final Fantasy is unique in that no click is determined by a previous click, you always have the same window as you land back on the ground after each jump
alright here's a video idea based on this that I've always wanted to see, but would probably be SUPER time consuming: Do a level with it's average frames per click throughout the level. Ex. after the first click it just shows the frame window of that click, after the second click it shows the average of the first two, etc.
I dont get why a jump can be possible at 60fps but impossible at higher framerate. And what is the difference between a fps frame perfect jump and an hrz frameperfect jump
In my extreme demon level the part that make me do a level like that was a 2 player dual with 1 of wave consistency and the other the 6 flat spikes jump with mini cube