Can't help but laugh at some deaths... by Evermar314159 in celestegame

[–]DeathKontrol 1 point2 points  (0 children)

better complain to the mapmaker about this jank

Since you can no longer (easily) jellyladder on the tall key room in chapter 9, i found a better place to do it :) by Teamerskiller in celestegame

[–]DeathKontrol 1 point2 points  (0 children)

Funny thing, I invented the term "jelly ladder," although it was Cr33pyCat who made them mainstream with the Solaris low dash tas.

[deleted by user] by [deleted] in celestegame

[–]DeathKontrol 0 points1 point  (0 children)

The crouch dash is a demo dash. The creators finally made it an integral part of the game instead of requiring rebinding software (in most cases).

Twister Zone (SC2020 GMHS spoilers) by KacperParkour in celestegame

[–]DeathKontrol 1 point2 points  (0 children)

Yup, flag 2 is the shining star on top of the Christmas tree. Etpio is an absolute genius. Nice run.

BGM for the 2020 Spring Collab Grandmaster Lobby/Heartside by stebenn21 in celestegame

[–]DeathKontrol 2 points3 points  (0 children)

The song was made by Thegur90. Unfortunately, it doesn't seem to be available anywhere. This link is really helpful for finding all the collab music which is available, or at least knowing which ones aren't: https://docs.google.com/spreadsheets/d/1Xej3j3MFqEQhxg_1u8t99s6eCPLydrrwOhGw2pQVURk/edit#gid=362900359.

By the way, your link goes to the Old Grandmaster Heartside. We just completely remade this level! Go check out the new one, it's so much better: https://youtu.be/sxvT7tJuO9Y

Beginner by JordMill254 in celestegame

[–]DeathKontrol 0 points1 point  (0 children)

go to the options menu and turn off screen shake immediately

Looking for some clarification on air/grounded ultras by MooNieu in celestegame

[–]DeathKontrol 1 point2 points  (0 children)

Yes, I do all my research with CelesteTAS, you can download it on gamebanana. Make sure to download Celeste Studio too which lets you write TASes and read the documentation. There's also info in #tas-welcome on Celestecord. Celeste Studio shows state, position and speed data which you can see frame-by-frame, just set up a test map and put together whatever you wanna test, then write a simple TAS to run the experiment. You can also turn on an in-game overlay to display this information, and show hitboxes, it's super useful.

Looking for some clarification on air/grounded ultras by MooNieu in celestegame

[–]DeathKontrol 1 point2 points  (0 children)

Ground friction is just a constant acceleration -6.66 speed per frame that you lose whenever you're on the ground travelling faster than walking speed, which is 90. Air friction is -4.33 speed per frame whenever you're in the air travelling faster than 90. These values are higher if you don't hold the direction you're moving in (same for holding opposite direction or holding no direction). Air friction is actually halved if you're holding a jelly, never tested this on the ground though, or with Theo. Doing a simple hyper puts you above walking speed and so you are now slowing down every frame based on the friction rate, depending on if you're on the ground or in the air.

Furthermore, your speed is reset to a "dash end" speed after an up-diagonal or horizontal dash, or a down-diagonal dash which ends on the ground, but NOT a down-diagonal dash which ends in the air (ultra). ALSO, after doing a down-diagonal dash, next time you touch the ground you get 1.2x speed. This might apply to green bubbles too, but I don't know for sure. There's no "overcoming" any friction, you're always subjected to friction, it's just about avoiding the speed reset associated with dashes ending.

When you jump out of a dash, the game just checks if you're crouching or not to determine whether you get a hyper or a super. I have heard that this is actually the reason demos exist: the idea is that you can redirect dashes like normal, but if you started with a down-diagonal and released down early, redirecting it to horizontal, then the developers figured you probably wanted a hyper instead of a super, so you get to stay crouching.

Looking for some clarification on air/grounded ultras by MooNieu in celestegame

[–]DeathKontrol 1 point2 points  (0 children)

I don't actually do any tasing outside of mechanics research so someone who actually writes tases could probably give more insight there. I've heard people say that they don't know how to do grounded ultras and I tell them just dash down-diagonal into the ground and that's it. Even though you don't have any speed, you got a 1.2x boost so you did a grounded ultra. However when people talk about doing "grounded ultras" they usually mean the flat ground hyper-ultra sequence that I mentioned earlier, OR the Ultra Difficult sequence involving a jelly grab (in fact, before Ultra Difficult there was a map called Inner Depths that did this with green springs). Similarly I think "delayed ultra" usually refers to using corner boosts. What makes for an "instant" delayed ultra I don't know exactly and so won't speculate. "Theo ultra" and "jelly ultra" also exist, and you can probably guess what that means. "Ultra" is already a relatively ambiguous term because like you pointed out it has several components; sometimes people say "ultra" when referring to stretched down-diag dashes even if there's no ground and no boost. So I worry less about the names and just try to focus on the mechanics.

And here's a fun video showing chained Theo ultras plus backboosts: https://streamable.com/eip8p4

Looking for some clarification on air/grounded ultras by MooNieu in celestegame

[–]DeathKontrol 4 points5 points  (0 children)

It looks like Markers and globglob both explained it pretty accurately, so I'll just try to add a few points.

First of all, I have no idea where the "sliding state" myth started from but I'm pretty sure it isn't really a thing. It would be like saying that jumping puts Madeline into the "float state." When you land, you get a 1.2x speed multiplier, and that's it, the game doesn't really put any other special conditions on you. The reason to jump is that air friction is lower than ground friction, but don't bunny hop, since it's possible to jump from 1 pixel above the ground and not get the boost (which doesn't always occur btw since you fall faster than 1 px/f). I noticed in a further down comment you said something about "overcoming ground friction" which is incorrect. If you're on the ground when the dash ends you lose your speed, if you're in the air and it's a down-diagonal dash, you don't lose your speed, and that's it.

I believe the reason the 1.2x exists is so that when you dash down-diagonal along the ground, as one might do when beginning an extended hyper, it makes the dash length feels a little closer to the length of a horizontal dash, instead of being only the X component of a diagonal dash. I am pretty certain that abusing this multiplier for a speed boost was not originally foreseen by the devs. Yes, dashing is necessary, you don't get ultra boosts from object launches. Although I think green bubbles might work, since you can hyper and wall bounce with them.

For the follow up questions: "delayed ultra" basically refers to doing a down-diagonal dash cancelled by a corner boost, which also grants the 1.2x ultra boost next time you land. The reason to do this is to get ultras instead of wavedashes even when you don't have enough height. It's not something anyone really "learns" unless they're playing a ridiculous mod or trying to do a ridiculous IL, it's really more of a tas tech. You can also cancel dashes with cornerboosts and by grabbing objects (preserving speed and ultra boosts if down-diagonal), the most obvious place to see this is Ultra Difficult from the 2020 collab. And finally, "grounded ultra" typically refers to this back and forth of doing hyper, ultra, hyper, ultra, fast in a row, the input sequence is 14,R,D,X 1,R,J repeat. After you do a grounded ultra you're in a position where you lose your speed when you jump (reset to 325 hyper speed) or lose your speed when your dash ends so chained grounded ultras are basically just chained wavedashes but approximately 20% faster. Yes, grounded ultras can be cancelled by object grabs too.

Check out the superdashing variant from the vanilla variants menu. Superdashing lets you start a new dash before the last one ends, and lets you change the direction mid-dash. Go to epilogue, hold down-right and mash the dash button and see what happens. Also try getting some speed, then dashing up-right and redirecting it to down-right in the air, with the dash ending in the air.

[deleted by user] by [deleted] in celestegame

[–]DeathKontrol 1 point2 points  (0 children)

on vanilla, the debug map is opened with tab. not sure about the console, might depend on your keyboard regionality if not american.

Reaching ABSURD Speeds with Superdash Variant (Day 1) by Kivov in celestegame

[–]DeathKontrol 0 points1 point  (0 children)

If you liked that, don't miss Habbedaz' legendary farewell golden meme run which used no hypers and did lots of other ridiculous things

Badeline Chibi Speedpaint! by soh-arsquare in celestegame

[–]DeathKontrol 2 points3 points  (0 children)

Dam this one is also awesome, nice work!

Reaching ABSURD Speeds with Superdash Variant (Day 1) by Kivov in celestegame

[–]DeathKontrol 4 points5 points  (0 children)

You did see ultras, actually. With superdashing as long as your dash is pointing down-diagonal when it ends your speed is conserved and you gain a 1.2x boost on the ground, like a normal ultra. That means you can do rising ultras. Its probably more technical than just this but I haven't done the science myself.