(Link to video)
To fix the game from being way too bright put -g vulkan --dont-warn-on-unsupported-content Vex.swf in Command-line options

Note: The video embedded in the submission page is not the version optimised for TAS timing, so just imagine that the player slows down a bit before the portal


The game:


Vex can be divided into 10 different segments: The Tutorial, Acts 1 through 8 and the Credits level
Before I talk about the run there are a few odd movement strats I want to explain:

Corner clipping:

When you cancel a wallslide with the down arrow, your vertical speed gets set to 0 and your ceiling collision disables for as long as you are moving down, this is used to cut corners on the bottom of blocks way tighter then usually possible.

Water momentum glitch:

In the game, there is a variable that determines your speed while swimming, the game moves you with that much speed into the direction you are facing.
When holding the up arrow in water, the game first checks if your speed is below 5 and if so it adds 1 to your speed
When not holding the up arrow in water, the game first removes 0.4 from your speed and if your speed is below 0 it sets your speed to 0
(Holding the down arrow does not affect your speed and simply moves you back by a constant amount, so it's not relevant)
The maximum swimming speed appears to be 5, however, if you have between 4 and 5 speed and hold up your speed still increases by 1 since you have less than 5 speed and you will end up with a higher amount of speed than 5 afterwards you can continue swimming at this speed.
The most optimal up press pattern then becomes:
  • 0.0 speed Not moving
  • Forward - 1.0 speed (+1.0) Getting to 5 speed
  • Forward - 2.0 speed (+1.0) Getting to 5 speed
  • Forward - 3.0 speed (+1.0) Getting to 5 speed
  • Forward - 4.0 speed (+1.0) Getting to 5 speed
  • Forward - 5.0 speed (+1.0) Got to 5 speed :)
  • Nothing - 4.6 speed (-0.4) Slowing down by 0.4
  • Forward - 5.6 speed (+1.0) Increasing by 1, going over 5 speed
  • Nothing - 5.2 speed (-0.4) Slowing down by 0.4
  • Nothing - 4.8 speed (-0.4) Slowing down by 0.4 again to put the decimal to .8 which is the best possible value you can get
  • Forward - 5.8 speed (+1.0) Speeding up again to get to the max speed possible
  • Continue holding forward going at 5.8 speed
Ok, now I'm finally ready to talk about the run!

The TAS:


After getting through the excruciatingly long 13 second intro, I click the Play Game button off-screen to start the game. (fun fact: there is actually a button off-screen that unlocks after beating the game and takes you to the Credits level, so you could technically click it and go to the Credits level beating the game in under 20 seconds, but I didn't do that for obvious reasons)

The Tutorial:

In the Tutorial I jump very late into the first wall, because you can walljump while moving upwards, you can get over the wall very quickly.
After that are some walljumps, I made sure to walljump as low down as possible so I can get onto the block as early as possible and then skip the section with the purple blocks by simply walljumping off the ceiling block.
At the bouncer block I start a wallslide at the side of the bouncer since that very quickly reduces my vertical speed and allows me to activate it way earlier than just jumping on top of it, I also hold up as that places you a few pixels higher for some reason.
In the ending I use the mentioned corner clip to get past the final block at the end as fast as possible with some funny movement while falling to get the best possible position.

Act 1:

In Act 1 I begin by walljumping up the starting area to skip about half of the level
The other half of the level is skipped by doing a precise corner clip off the block above the ending portal, since this would not be possible if it weren't for wallslide cancels stopping your vertical momentum.

Act 2:

The beginning should be pretty self-explanatory
About 8 seconds into Act 2, you can stand on the very edge of the block with spikes on it, the hitbox doesn't actually fully cover the top of the block.
After waiting a short bit I walljump off the orange block and back to the main level to skip a tunnel section with shurikens in it.
I get a little boost from a conveniently moving green block and enter the water section where I swim to the end using the water momentum glitch.

Act 3:

In Act 3 I start by getting to the bouncer block, however, when bouncing on it I reset the level using R. When you reset a level (or respawn from a checkpoint) while on a bouncer, you will spawn at the height of the bouncer you were on and then get the bounce, so I can use this to skip a small part of the level.
After that is some sick shuriken dodging and the rest should be pretty easy to follow, just skipping some purple platforms.

Act 4:

In Act 4 you can skip the entire level by jumping to the left and falling all the way down, when your falling angle is over 90 degrees away from straight up you will die, but you can avoid this by simply changing direction reversing the angular movement, then I just wallslide to avoid dying from fall damage.
After that I push the box while jumping over the spikes, at the last set of spikes I do a wallslide to get on top of the sliding box earlier and jump into the ending portal.

Act 5:

Act 5 should be pretty easy to understand.

Act 6:

In Act 6, it might look like I lost some time getting the key, but this is intentional:
There is a small region above those spikes where you can get inside of the spawning radius of the spinning sawblade thing at the end of the level. Going into this region saves a lot of time in the ending as you don't have to wait for the cycle.
The TAS goes so fast that it gets a cycle known as Lightning Act 6, it doesn't really require anything special except for fast movement but I think it's still worth mentioning because it's very infamous in the Vex speedrunning community.

Act 7:

Yeah you can kinda stand on the edge of the beginning keyblock.
Ok now no one knows why this strategy works, but if you hold down and right after getting off the second swinging pole you clip through the ground right to the end, if you have the in-game quality settings set to something other than high this will result in a death which for some weird reason respawns you at the portal but that loses time so the deathless version is done here.

Act 8

Fast

Credits

At the booster block section you actually move so fast that you end up offscreen. When you are offscreen collision does not affect the player anymore so I am able to clip very far into the block that is above the 2 laser shooters before being pushed out.
At the end I do a smart little optimization with the keyblock. You see, you could just run back a little and then run right again to get the most amount of momentum before being able to get past the keyblock, but you can actually get in between the keyblock and the sawblade while it's opening to be just a little more to the right when the keyblock hitbox disappears. (This saves 1 frame so it is vital to explain this in detail).

And that's Vex beaten in 4 minutes and 19 seconds RTA time! Hopefully you enjoyed it and thanks for reading my explanation all the way through :)


Samsara: Fixed platform.

feos: Claiming for judging.
feos: Accepting per the agreement about out-of-bounds mouse movement in Flash. It's too similar to simultaneous Left+Right which we traditionally allow, because it's just digital input that the platform accepts. While normally Flash games were (and still are) embedded into web sites, and the latter don't let you click the game outside the screen, it's on developers to properly handle things that official FlashPlayer can do.
While sending OOB mouse input to FlashPlayer is currently not a thing to even test due to tools limitations, resizing its window to include the OOB area still makes it accessible for normal mouse input, and OOB input just simulates that.

Samsara: Setting to Delayed at the author's request.
feos: Vexxter improved the initial movie by 39 frames overall, and TheAmazingYucemu's input ended up being rerecorded over, and not contained in this submission anymore. Since this is basically what I should have managed by contacting the author earlier, I'm doing it now. Submission file updated and set back to accepted.

despoa: Processing...

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14876
Location: 127.0.0.1
This topic is for the purpose of discussing #8108: Vexxter's Flash Vex in 04:32.03
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
A simple platformer but with a good variety of glitchy spice on top. I love the corner abuse and unintended looking one-sided walljumps. It's also amusing to me the contrast between the professional sounding music and the SFX that's definitely the developer's voice with some filters on top. I've also never seen swimming physics quite like this before, I think.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Post subject: I found 11 Frame Improvement so i deserve to be co-author
Banned User, Active player (329)
Joined: 4/1/2022
Posts: 122
I found 11 Frame Improvement, that means i will be co-author User movie #638152667854873776
WIP
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11268
Location: RU
So I'm judging this together with #8110: Spikestuff's Flash Arsenal in 01:31.36 and #8111: Spikestuff's Flash Sniper Assassin 3 in 02:12.80, and the problem with checking how FlashPlayer handles offscreen mouse activity is libTAS doesn't work with mouse in FlashPlayer very well. I asked keylie if it's feasible to fix, but didn't get a reply yet, and other, even simpler Flash games, seem to have the same problem with libTAS+FP. So far the argument has been that resizing the window and sending OOB mouse activity is not an intended feature for Flash games in their normal environment (web browser), but you can't really ignore the fact that the official launcher allows resizing (and possibly OOB mouse action too). So resizing it on the fly is still too standard to be banned, much like pressing cardinal directions on a NES controller. Sure it's very hard on an official controller. But there are also official controllers where it's easy. Not any less official: https://en.wikipedia.org/wiki/Power_Pad Same thing with OOB mouse input: if it's digitally possible and the game processes it fine, it's similar to SNES controller buttons present only in digital form, but not on the physical controller itself. So. I'm leaning towards simply fully allowing window resizing and OOB mouse input for Flash TASes.
  • If it results in a game breaking glitch, fine, we then can have a movie that uses it, and a movie that avoids it, both in Standard.
  • If it results in smaller glitches, we can have a movie that utilizes them in Standard, and a more appealing movie that avoids them - in Alt.
  • If the difference is hard to notice, it's just a speed-entertainment trade-off, and up to the author, and can be a part of any branch.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2121)
Joined: 11/13/2006
Posts: 2793
Location: Northern California
feos wrote:
I'm leaning towards simply fully allowing window resizing and OOB mouse input for Flash TASes.
  • If it results in a game breaking glitch, fine, we then can have a movie that uses it, and a movie that avoids it, both in Standard.
  • If it results in smaller glitches, we can have a movie that utilizes them in Standard, and a more appealing movie that avoids them - in Alt.
  • If the difference is hard to notice, it's just a speed-entertainment trade-off, and up to the author, and can be a part of any branch.
This submission and the others linked all pretty much exist because Memory and I were supportive of the idea, so I'll just openly restate that I'm in support of all of this. The comparison between this and L+R/U+D is pretty much perfect. It may not be possible under the intended circumstances (stock controllers, websites), but the inputs are still possible in the intended environments (L+R is recognized on console, window resizing and OoB inputs are possible on the official Flash player). If we allow L+R, there's no reason not to allow this. The quoted list looks good to me, although I'd even go as far as saying that avoiding glitches should be a universally standard category. It feels a little arbitrary to say that it's standard in some cases but not all of them.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11268
Location: RU
Samsara wrote:
The quoted list looks good to me, although I'd even go as far as saying that avoiding glitches should be a universally standard category. It feels a little arbitrary to say that it's standard in some cases but not all of them.
Major skip glitch is usually big enough to allow some kind of community consensus, like "yeah we all agree that this is the glitch that we want to have both branches of, with and without it, because both feel common, traditional, and clear". For other kinds of glitches, which are usually smaller, and there's more of them, it's harder to draw a consensus-based line on which ones to avoid exactly. Unless you mean avoiding all glitches (which does feel standard eligible to me).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
ViGadeomes
He/Him
Judge, Active player (303)
Joined: 10/16/2017
Posts: 456
Location: France
I'm good having OoB mouse activities in TASes.
Player (205)
Joined: 4/10/2022
Posts: 12
User movie #638179710827766425 I updated the TAS with all of the new strategies so it can be removed from Delayed status now. I would also want TheAmazingYucemu to be removed from the author list because while they did improve the TAS featured in the submission page, the strat they used was already known about and I did not take any inputs from their userfile while making this improved version.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14876
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5239] Flash Vex by Vexxter in 04:32.03