Untaught mechanics in Celeste: interactions

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  • Опубликовано: 18 июн 2024
  • I've been recently thinking about a series of tutorials/showcases of mechanics or tricks that the game never teaches you, but could be very useful for players who would love to either learn a little bit more about the game or to get better at certain aspects of it.
    The first one shows a few mechanics that have mostly to do with either interacting with Madeline or certain objects. Some of them may be known already by some people, but I think it still would be rather informative for more casual players.
    Timestamps:
    0:00 - coyote time
    0:43 - corner correction
    1:41 - buffering inputs
    2:31 - bumper/fish boosts
    3:29 - conserved wall jumps, aka "extended wall jumping"
    4:47 - corner climb jumps
    5:39 - ceiling pops
    7:20 - screen transitions
  • ИгрыИгры

Комментарии • 64

  • @samuelbrice3699
    @samuelbrice3699 3 года назад +41

    I wish I could go back to being a beginner and relearning the game. It was awesome.

  • @eumesmo7641
    @eumesmo7641 3 года назад +96

    Nice video, but would be better if you did a slow motion and zoom to show better the tricks.

    • @Ezel_142
      @Ezel_142  3 года назад +26

      Yeah fair enough. I don't do a lot of editing so I overlook some details

    • @YeprilesteR
      @YeprilesteR 2 года назад +1

      Yeah but in general really cool video

  • @oinkymomo
    @oinkymomo 3 года назад +20

    there's a spot in the 3rd room of 5c where you are supposed to wallbounce out of a downdiag bubble, but its very precise. i find it easier it to just jump off the top of the block you're supposed to wallbounce off of, which can also works

  • @BreadstixTheAnimator
    @BreadstixTheAnimator 3 года назад +67

    0:35 isnt it what games call forgiveness, where you make a minor mistake and the game is forgiving enough to give you a chance
    for example in one game with no forgiveness, if you time a jump at the very edge wrong, it wont count it and youll fall off
    a game with forgiveness will have a small timer for you to be able to jump in the air so then youre able to jump off of a ledge like you intend to

    • @nyghts7
      @nyghts7 3 года назад +51

      yes, and many believe the only reason it was implemented was because the creators of the game are Canadian

    • @EakiTurtle
      @EakiTurtle 3 года назад +10

      @@nyghts7 lmaoo

    • @circumplex9552
      @circumplex9552 3 года назад +1

      Yes, thats why coyotes were implemented

    • @hellboy19991
      @hellboy19991 Год назад

      Coyote time is the technical term in game development. The lack of coyote time makes movement feel sluggish.
      The name stems from the looney toons coyote. He runs off cliffs and only starts falling after a few seconds and realizing he should be falling.

  • @leblonk5428
    @leblonk5428 3 года назад +15

    I thought most of these are just to make the game more player-friendly, considering that it's already tough to complete for most people and the developers did acknowledge that.

    • @Ezel_142
      @Ezel_142  3 года назад +16

      The devs spent a lot of effort to make sure the game is challenging but also fair, by adding a lot of minor leniency mechanics that make the gameplay more fluid and intuitive

  • @CryingARiver
    @CryingARiver 3 года назад +2

    This is really informative! Not quite sure if I'd ever use many since I like playing casually, but it's still neat to know about these small mechanics

  • @togglinho
    @togglinho 2 года назад +3

    coyote time was just added so that people that arent really good at platforming can have a chance at beating the game as it no longer requires perfect timing

  • @twiddle10000
    @twiddle10000 2 года назад

    Of course the video they show for the extended wall jump mechanic is the level I’m stuck on in Monika’s D-sides…
    Thanks for the help with it lol.

    • @Ezel_142
      @Ezel_142  2 года назад

      That room is made so that you can do it without noticing if you're going really fast, but yeah in general that room exploits this mechanic

  • @datbanan2717
    @datbanan2717 3 года назад +5

    another name for this video could be "all of the tricks tas uses to flex on us chumps"

  • @nitricacid2516
    @nitricacid2516 3 года назад

    Thanks, very helpful

  • @hydro0___
    @hydro0___ 4 года назад +7

    why didn't you do the setup for the cp?

  • @potatoface2186
    @potatoface2186 Год назад +1

    the ceiling pop actually requires you to be in a certain area in the pixel (iirc it was around 30% of it) to perform, this makes it very luck based

    • @Ezel_142
      @Ezel_142  Год назад +1

      the ceiling pop in that area has a setup that makes it consistent, i just forgot about it when recording, because i'm not a speedrunner D:
      and yeah ceiling pops iirc are a 1-3 frame window depending on your position, Parrot Dash has made a pretty good video about it

    • @_dan1715
      @_dan1715 Год назад

      @@Ezel_142 aren't they always a 1f window, it's just that the frame you need to jump changes based on subpixel? so the amount of frames you hold down before jumping varies, and the jump is always frame perfect

    • @Ezel_142
      @Ezel_142  Год назад

      @@_dan1715 yea, thats why parrot has a much better explanation. Mine is very basic and i didnt know as much about ceiling pops

    • @_dan1715
      @_dan1715 Год назад

      @@Ezel_142 fair fair

  • @nou-yk7tb
    @nou-yk7tb 4 года назад +1

    Wow ceiling pop is interesting

  • @jaydentt
    @jaydentt 3 года назад

    very forgiving of them

  • @adampodkowinski2165
    @adampodkowinski2165 3 года назад +2

    polska gurom

  • @gummy2bear358
    @gummy2bear358 Год назад

    5:39 i remember when i didnt even know what this was and wasnt good at the game

  • @SleepyFunkin
    @SleepyFunkin 2 года назад

    Crumble blocks can stay for a long time if you stay on them, it starts disappearing as soon as you stop touching it.
    It can stay for probably 5-7 seconds

    • @Ezel_142
      @Ezel_142  2 года назад

      that's true, i forgot to mention that as well, although they don't stay for that long :p

  • @kdonaldo
    @kdonaldo 3 года назад

    Niezły film

  • @moatija62
    @moatija62 3 года назад +7

    3:45 why just not use neutral jumps?

    • @calva0433
      @calva0433 3 года назад +1

      To show how it works

    • @moatija62
      @moatija62 3 года назад +3

      I meant, why use those conserved jumps instead of neutral jumps?

    • @calva0433
      @calva0433 3 года назад +1

      @@moatija62 sometimes it might work better, and why not know about them?

    • @spacenoodles5570
      @spacenoodles5570 3 года назад

      Neutral jumps give less distance

    • @icelingbolt
      @icelingbolt 3 года назад +1

      If you need to jump between 2 walls, but you need the distance of a grab jump, this is the trick youd use

  • @elijahwade3335
    @elijahwade3335 2 года назад

    I am no expert speed runner at all, but I think it is easier to preform ceiling pops at the #4 flag of 7B. I found myself constantly accidentally preforming them

  • @szamas-_-1812
    @szamas-_-1812 2 года назад

    Are you polish?

  • @BossAwesomeSauce
    @BossAwesomeSauce Год назад

    ezel

  • @grimer1746
    @grimer1746 Год назад

    dude i didn’t understand superboosting on my first play through so i thought bumpers were just rng

    • @noobfart
      @noobfart Год назад

      I understood that holding in the direction at the start of the bounce will make you go farther and there are some screens where you need to alternate yet still thought it was more rng than wavedashing

  • @sm64guy28
    @sm64guy28 3 года назад

    I just dash for the very first example

    • @TennessineGD
      @TennessineGD 3 года назад +1

      he was talking about dashless 1a, you're normally supposed to dash

    • @sm64guy28
      @sm64guy28 3 года назад

      Tennessine oh ok my bad

  • @klopsongracz
    @klopsongracz 3 года назад

    Polska gurom

  • @Mathi5000
    @Mathi5000 3 года назад

    great video but wheres the demodash?

    • @randomclustermissile8701
      @randomclustermissile8701 3 года назад +3

      I think demodashes weren’t intentional when they designed Celeste. They just didn’t patch them out cause they’re so cool. Plus there are tons of demo dash tutorials out there

    • @_vsnwprintf_s_l
      @_vsnwprintf_s_l 3 года назад +4

      @@randomclustermissile8701 they're canon now, there's a room in farewell you can only get in with a demodash

    • @gummy2bear358
      @gummy2bear358 Год назад +1

      @@_vsnwprintf_s_l and a demodash button

    • @maxlindemann1429
      @maxlindemann1429 Год назад

      @@gummy2bear358Nah, you don’t need a demo dash button. Manual demos still work

  • @blueberrryy
    @blueberrryy 3 года назад

    5:07 ok

    • @trystansimmonsayala9584
      @trystansimmonsayala9584 3 года назад

      if you're referring to madeline dashing through the spikes, that's called a demo dash. i dont know how to really explain it, but it's when you input down for a really small window (1-5 frame window i think) during the start of the dash. this makes madeline's hitbox the same size as her crouching hitbox, which just so happens to be able to fit between spikes. its a really useful tool to skip entire parts of levels

    • @blueberrryy
      @blueberrryy 3 года назад

      @@trystansimmonsayala9584 It’s where you dash holding down but then immediately change to a horizontal input to trick the game into dash with Madeline’s crouch hit box allowing you to be small enough to do a pixel perfect dash through a walk if spikes in some scenarios.

    • @blueberrryy
      @blueberrryy 3 года назад +1

      @@trystansimmonsayala9584 wait I didn’t press read more I didn’t realised you explained it oops

    • @trystansimmonsayala9584
      @trystansimmonsayala9584 3 года назад

      @@blueberrryy loll

  • @levthelion71810
    @levthelion71810 Год назад +1

    3:33 This one is actually taught by the postcard before starting chapter 4. (the wind chapter)

    • @blokos_
      @blokos_ Год назад +1

      it was tslking about normal wall jumps

  • @yameroooo
    @yameroooo 2 года назад

    0:40 I just jump while crouching

  • @Buglin_Burger7878
    @Buglin_Burger7878 2 года назад

    I don't know if Coyote time is an actual mechanic... I think it is an option in the menu which lets inputs be easier for stuff like this. I think you can literally turn it off. It is literally assistance.

    • @thedragoknight9740
      @thedragoknight9740 2 года назад +3

      i have played this game and have literally never seen anything in the menus relating to this, where did you get this information?

  • @norugames7568
    @norugames7568 Год назад

    Hej polska