- Видео 24
- Просмотров 56 268
exopta
Добавлен 18 ноя 2020
Bubble Blitz OST
Menu: 0:00 - 1:03
Overworld (calm): 1:04 - 3:20
Overworld (combat): 3:20 - 5:38
Credits: 5:38 - 6:56
Soundtrack I made for a game (more of a team portfolio project - not available publicly)
Logo made by:
www.artstation.com/bunppang
Overworld (calm): 1:04 - 3:20
Overworld (combat): 3:20 - 5:38
Credits: 5:38 - 6:56
Soundtrack I made for a game (more of a team portfolio project - not available publicly)
Logo made by:
www.artstation.com/bunppang
Просмотров: 44
Видео
[TAS] (Celeste mod) Glyph | 7:16.135
Просмотров 189Год назад
An up-to-date encode of the TAS at wpx's request, 50 seconds faster than TheRoboMan's original draft. First draft done by TheRoboMan and Dahlukeh Improvements done by me, wpx and isagoodfriend
[TAS] Celeste Any% in 25 Jump Presses
Просмотров 9 тыс.Год назад
With less than half of the amount of jump presses since the last showcase (55), this is likely the final version of the TAS. Excluding jump saves, I have also tried to optimize for minimizing the amount of time that jump is held (though this is still a bit arbitrary), as well as optimizing for speed overall. List of all contributors from the inception of this TAS in 2018: Exopta, Roofon, TeDeMo...
Celeste Frogeline Collab OST - catcatcatmeowcatcatcat
Просмотров 273Год назад
Link to the mod: gamebanana.com/mods/425041 Full OST Playlist: ruclips.net/p/PLPaxlMnKqlJz-8GMdyCyGYSa0f0xgGXmk Made for the map "Untitled Cat Map"
[TAS] Celeste - Power Source without using jellies
Просмотров 3,9 тыс.2 года назад
Got this done in about a day or so This is only possible due to DTS. Without the 2 dashes, 2 of the 5 keys would be impossible. (If you didn't know, DTS is a trigger skip at the start of the chapter that lets you keep 2 dashes up until Stubbornness) Key skip can only be done with a jelly even when you have 2 dashes, so doing the 5 keys and taking the bubble is the only option left. I tried this...
[TAS] MOCE // CPCL in 29 dashes (2:59.809)
Просмотров 2,6 тыс.2 года назад
Started this thinking this was gonna be short, spent 5 days working on it, ended up with probably the single silliest TAS I've made singlehandedly I feel like I can see into the dashless matrix now the mod: gamebanana.com/mods/376976
Snippets
Просмотров 1322 года назад
exopta.bandcamp.com/album/snippets 0:04 - meanie beanie 1:22 - hot hot dog 2:55 - troublesome 4:20 - worms have eyes 5:52 - snow flake cereal 9:30 - pluviophile
2 sentence horror
Просмотров 952 года назад
exopta.neocities.org/ making the sound effects for this was very fun
The Dissonant Life and Death of Ludwig van Beethoven - A Legend's Biography
Просмотров 1032 года назад
The Dissonant Life and Death of Ludwig van Beethoven - A Legend's Biography
But if you skip the jelly tutorial, how will you be able to do the other chapters?
i laughed so hard at this i dont know why 😭😭😭
I thought it was going to be a chill slow video not a Speedrun video
cinema
Surely 0:59 to 1:04 is humanly viable
tbf it seems like one of the more humanly viable parts
still, definitely for tas
it is! you just spring cancel up instead of spike jump
what was happening at 3:13???
it's mentioned in the pinned comment but basically what you need to know is: downdiags set a flag that crouches you instantly whenever you collide with the ground after, this applies even if you're in climb state which lets us climb while crouched
@@exopta ah, i missed the pinned comment. thank you for explaining!
Prologue: 4 jumps Forsaken City: 4.5 jumps Old Site: 0.5 jumps Celestial Resort: 1.5 jumps Golden Ridge: 8.5 jumps Mirror Temple: 2 jumps Reflection:0 jumps The Summit: 6 jumps Total: 25 jumps Jump Timestamps (with Chapter references): Prologue Start: 0:09 0:23 0:27 0:43 0:46 (hold) Chapter 1 Start: 0:57 1:35 (release) 1:50 2:06 2:25 2:29 (hold) Chapter 2 Start: 2:49 3:13 (release) Chapter 3 Start: 5:29 9:48 (hold) 10:24 (release) Chapter 4 Start: 12:27 13:13 13:31 13:42 14:10 (hold) 14:17 (release) 14:20 (hold) 14:26 (release) 14:28 14:32 (hold) 15:15 (release & hold immediately) 16:32 (release) Chapter 5 Start: 16:50 18:20 18:30 Chapter 6 Start: 24:14 Chapter 7 Start: 31:44 32:47 33:09 39:10 39:49 (2 jumps back to back) 42:34 Run End: 43:32
ty, will pin this when youtube stops being Bad to me
I'm confused about 13:51 - where did we get our dash back?..
This tech doesn't have much of a name afaik (squish? Block squish?), but what's happening here is that if you position yourself properly between a block that's about to crush you against a wall, the game pushes you *inside* of the block for a frame before forcing you out. Since you're technically vertically colliding with a solid that way, it counts as being "on the ground" and gives you your dash & stamina back.
@@exopta cool, thank you. On a semi-related note, I was wondering sometimes if there could be an interesting custom map that is supposed to be played with invincibility on, where you need to get inside the blocks that would normally crush you, etc. Seems like a potentially fun thing but I'm not sure.
@@aleksandr_berdnikov you lowkey predicted a map lmao
@@vital6317 Can you tell me what map you are referring to? Would like to check it out.
@aleksandr_berdnikov its "awake" in the breeze contest
How many berries can be collected without additional jumps, and how many jumps does Core require?
Are we sure Madeline only had two dashes in the Summit section?
Idk why but this was so satisfying to watch
Holy banger
It might be interesting to make a TAS that gets every strawberry with the fewest jump presses. Maybe even 100% minimum jump presses?
You can always contribute 🙃 I should probably put a link to the Celeste Challenge discord in the description
9:22 asf
wow... wow !!
Brooooo, this Jerma Sus face just nailed it, damn 😂😂😂😂
Is there a reason why spinner stunning is triggered a moment before Madeline actually touches spinners?
The way it works is that stunning is basically indefinitely delaying the moment that a spinner actually loads, and the requirements for that include being a certain distance away from Madeline, as well as being within the camera's bounds. With jumpless not being able to get a lot of speed in general most of the time, this results in some prettty bad stunning for some rooms
0:34 my, what a beautiful face you have
かっこいい すごくかっこいい!!!
I beat this tas but I can jump whenever I want to. I beat it by less than 10 seconds though
At 14:34 you might be able to save a jump by up diagonal demoing from the bubble
God I wish, wind is just a *bit* too strong to get that save
fuuuck this vibe iss really amazizing cool game (not being sarcastic)
why does it sound like madeline hits a second spring at 42:59
not sure about this but i think it's because at 42:25 the tas hits a spring and then starts pausing which like makes the game confused with sounds so that pausing later on plays the spring noise again maybe
What is happening at 6:50 ? Also what is happening when you are grabbing a wall at the edge of a spike and there is a quickly repeating sound, what's happening there?
At 6:50 what's being done is hazard stunning, usually used for dust bunnies and spinners (the community name for the crystal spikes that appear later in the game. Also lighting in 9a). TLDR, the game usually keeps spinners unloaded if the player camera is far enough away from them, and only checks whether they should load every 3 frames. So if you pause on the third frame of that global timer, the game 'skips' over it, keeping the hazard visible but unloaded. The grabbing is just done by grabbing and releasing grab every other frame so the game doesn't slide us down into the spikes
I'm surprised 6a of all things is the one that can be done completely jumpless, not even needing a half-press
barely sub 30 dashes and barely sub 3 minutes
Imagine a "fewest frames holding jump" TAS. That might be interesting.
hamburger
2:47 what the actual fuck lmao
good time stamp
Nearly 1/6 of this videos viewers gave it a like, wowwie
39:18 that sync!
I think we should consider TASes without crouch spams illegal.
Are there any resources you used to improve? I kinda went into TASing blind and have been trying to figure out the best timings for things by trial and error, which I know is kind of in the nature of things to an extent. Just wanted to know if there was any guides or other things you used to improve.
Sure! If you're looking for an explicit tutorial, Gliperal has a pretty great series that covers a good amount of knowledge that you can start out with - ruclips.net/video/5hd6cUGwyEg/видео.html Otherwise, my main advice is to just go at it. Drafting TASes, then improving them over time as you learn more about the game is especially helpful. If you don't know exactly which map to start with, the TASing section of the Celeste discord has some new things pop up in #tasing_projects occasionally. Personally, I improved by making random improvements to the maingame TASes like Any% and drafting/optimizing for modded maps every now and then (though by now the former is nearly infeasible for anyone that's not pretty experienced already given how optimized those got :P) So for a beginner I'd def recommend just finding a modded map you enjoy playing casually and drafting that as a first project. Good luck!
@@exopta thanks for the response! I’ll definitely check out that tutorial and see what I can learn. Something I’ve been doing to sort of practice is TASing random challenges (like 0 gravity). They’re not necessarily good, more of a proof of concept if anything, but it’s been helpful for learning how the program works and pretty fun.
Awesome 👍 speedruns which can occasionally pass for normal gameplay but often Definitely Cannot will always be entertaining to me, especially with this game. I hope TAS enjoys her singular strawberry pie!
Wows and for a TAS you have to code each input right? That’d be rlly hard, how long did it take?
Not necessarily; for example, the dash has a cooldown period of about 0.15s (iirc) when you have no control of a character. Sometimes it's enough to just slow down the game and play a lot of sections manually, but the right set of inputs isn't always a trivial task to find. And, although it may seem perfect, TASes are regularly improved, be it new discoveries or small optimizations.
A significant amount of the inputs were already done by TeDeMos/Roofon, my main contributions were mostly just syncing + optimizing stuff a bunch (and drafting 7A). Also yeah compared to something like dashless, you just tend to spend wayy less time on any given second of gameplay just because the dash is a pretty straightforward mechanic (doubly so when you can't pair it along with jumping)
@@kolskytraveller1369 you can dash 15 frames after the previous dash (including the 3 freeze frames from the dash but excluding any other freeze frames). That comes out to 0.25s. And if you want to optimize for speed, slowing down the game and recording inputs usually is not sufficient.
Oh? The grounded jump on flag 8 has been defeated?
isn't a jump, it's a down dash, you can see it better in 0,25x
6:45 WHAAAAT???
It's called spinner stunning -- from what I understand, pausing on every third frame (maybe? the interval might be different) causes 1/3 of spinners (that's those dust bunnies, the red and black things, but also the circleish spikes in Chapter 4 onward) to not check if they should load collision, meaning if you started pause-spamming while they were out of range, then they'll never realize they're in range, never load, and therefore never have a hitbox -- as long as you keep spamming pause at that rate. This is obviously tas-only because each pause is frame-perfect from my understanding. Some tases, like the newer true ending% (finish chapter 9: farewell) abuse this to go fast. They just hold the journal button while spamming pause so you don't see the pause screen. This can also be done in RTA (without TAS) if you wait a few weeks for an internal timer to go haywire (which is the same one that tries to tell spinners to load, but we stop it by pausing because it increments but doesn't load on the pause screen). When that timer goes haywire, it fails to count properly and you get spinner stunning without pausing. Sorry for that wall of text, hope you understand! I'm sure you can find an in-depth visual guide or an explanation by an actual TASer if you look.
@@zworx5236 Yeah I could kind of understand what was happening, it's just so crazy to me that it's possible as I've never seen this before.
you go madeline! stun those spinners
Meanie Beanie my beloved
new exopta video SWAG
Props to you for tassing this I'm guessing it isn't exactly easy👏👏
nah it's so easy even a newborn can do it
Damn these are good
love of exopta
Fire
Huge
Also where can I find the inputs?
All TAS files are over at github.com/hellogoodbye/jumplesstas
It would be way better if the menu was hidden when stunning
grinning
What is Madeline grabbing at 10:26?
The wall, she's just really high up which looks weird - just holding grab would pull us lower down the wall but spamming it keeps us in that position