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Release desynchronization: Difference between revisions

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rewrote a sentence to be more accurate (?)
m ("release boosting" redirects here, so might as well add it to the list of synonyms)
(rewrote a sentence to be more accurate (?))
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If two [[monster]] cloners are supposed to activate at the same time, over and over again, one stream will be a few ticks ahead of the other. If the level runs long enough, there may be a delay of a few [[tile]]s between them.  It is well demonstrated in [https://www.youtube.com/watch?v=iHUQJhdTrSY this video].
If two [[monster]] cloners are supposed to activate at the same time, over and over again, one stream will be a few ticks ahead of the other. If the level runs long enough, there may be a delay of a few [[tile]]s between them.  It is well demonstrated in [https://www.youtube.com/watch?v=iHUQJhdTrSY this video].


The mechanic was originally discovered by [[Andrew Menzies]] while testing one of his levels.
Knowledge of the mechanic became most widely spread after it was discovered by [[Andrew Menzies]] while testing one of his levels. <!--Not clear if he really was the first to discover it or if it was known by the Tile World devs.-->


==Explanation==
== Explanation ==
Note: the following information was copied and pasted from [https://forum.bitbusters.club/thread-2425-post-28364.html#pid28364 a CCZone post] by [[Eric Schmidt]].
Note: the following information was copied and pasted from [https://forum.bitbusters.club/thread-2425-post-28364.html#pid28364 a CCZone post] by [[Eric Schmidt]].


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