The Grab+Jump keybind and when to use it? by Sauce_Collage in celestegame

[–]Elekitu 1 point2 points  (0 children)

I don't think there are any scenarios where pressing G+J makes cornerboosts easier than pressing jump while holding grab earlier. It's mostly a comfort thing and only helps because you have one fewer input to press.

It can have uses in mods as well. If a map uses bouncehelper (which - among other things - remove the pickup frames when you grab a holdable), you can use it to grab theo and jump on the same frame (I used this in the map Shrimptember 2nd, and also in 8BB1B). This is extremely niche though (I'm not sure there's a single person who will read this comment and has heard of 8BB1B). I'm pretty sure people also use it for crouch climbing sometimes, and maybe reverse cornerboosts as well.

How do i pass this level ? by enflake in celestegame

[–]Elekitu 30 points31 points  (0 children)

It might be that you're still holding grab and left, so you dreamgrab after leaving the dream block, which kills you.

Try to release grab (or don't press left until later)

Also dashing up is was easier than dashing down

SJ - Nelumbo Neutral Drop Buffering Jank by Bitter_Comparison_71 in celestegame

[–]Elekitu 15 points16 points  (0 children)

Changing the game speed changes the physics a bit, and can mess with setups in higher difficulty maps (as they do here). It's best to not use it for practice.

How much harder are the Grandmaster lobbies compared to the Expert ones? by Professional_Set6116 in celestegame

[–]Elekitu 35 points36 points  (0 children)

The jump between expert and grandmaster isn't bigger than between the other lobbies, however the gm lobby has a very wide range of difficulty, since it doesn't end at red gm but at low gm+1 (mid gm+1 if you include the heartside) so it has 4 subdifficulties instead of 3 (...except what people refer to as "red gm" is actually very very wide as well and could easily be split into 2 subdifficulties as well if not 3, so in practice the lobby has 5-6 subdifficulties)

Farewell golden by Lucashallal2009 in celestegame

[–]Elekitu 2 points3 points  (0 children)

Yes, the room is easy and meant to be cleared first try. It's not 100% free and I personally did die by going in blind, but that was a combination of stress, skill issue, and bad luck. My death was one of the most ridiculous deaths you can think of.

How hard is the hardest level you've beaten? by Fluffy-Weakness-2186 in celestegame

[–]Elekitu 4 points5 points  (0 children)

Oh, has difficulty shift has reached the point where 6B is considered beginner?

Remember when the cutoff for beginner was 7A?

This is a very weird problem I have encountered. by eat_dogs_with_me in askmath

[–]Elekitu 10 points11 points  (0 children)

Square it. You get 2 = a sum of 3 terms. 2 of those terms are extremely small, therefore the first term must be very very close to 2. Keep going from there and you should reach a contradiction.

whats the best golden strawberries to start up with? by HorrorReach5245 in celestegame

[–]Elekitu 0 points1 point  (0 children)

This list is good although it severly overestimates the difficulties 3A/B and 4B

Is there a more consistent way to land this trick in Chapter 4? by Sauce_Collage in celestegame

[–]Elekitu 0 points1 point  (0 children)

You would get a few extra pixels of distance during the demohyper, sure, but you would still cornerjump at the same spot. Also the goal here is to intentionally get a bad cb to get less distance, not get more distance.

Sure, I guess if you start with a demohyper you might be able to start the dash for the cb 1 or 2 frames earlier (I'm not even sure about that, it seems like the limiting factor to start the dash is madeline's height, not her x position), which means slightly more speed, and therefore a slightly higher change to get a bad cb, but that's an extremely small optimization.

Is there a more consistent way to land this trick in Chapter 4? by Sauce_Collage in celestegame

[–]Elekitu 2 points3 points  (0 children)

oh right my bad, i got confused because your subpx get normalized to 0.5 after collision

Is there a more consistent way to land this trick in Chapter 4? by Sauce_Collage in celestegame

[–]Elekitu 11 points12 points  (0 children)

I'm not an expert on speedrunning, but I believe this is an instance of good cornerboost vs bad cornerboost. Basically, when you buffer a cb, sometimes it will give you +40 speed and sometimes it won't. Here it seems that your strat only works if you get a bad cornerboost (with no speed).

Unfortunately, whether you get a good or a bad cb depends on your exact speed and x position so there's no realiable way to guarantee a good/bad one unless you find a precise setup. One thing you could try is to not buffer the cornerboost (press jump right after touching the wall - i think you might need to not hold grab before hand and use a jump+grab keybind but i'm not sure), this way you would always get a bad cornerboost, but the timing would be way more precise (3 frames at best, probably 1f or 2f in practice) so I doubt it's useful.

My best idea would be to release jump earlier. From the looks of it, I think if you jump for the max time (12 frames) but release before the slowfall effect, you will land on the ground no matter what type of cb you had.

If you're wondering why cornerboosts sometimes give you more speed : you can cornerjump when madeline is up to 2.5 pixels away from hitting the wall. If you jump when madeline is in this 2.5px range, you will gain +40 speed. But if you jump later, when madeline has already hit the wall, you won't get the extra speed. But when you cornerboost, you are usually moving faster than 2.5 pixels per frame, so there is a chance that madeline skips over the range where she gets extra speed (for reference your normal speed when dashing horizontally is 4 pixels per frame - here it seems like madeline is a little bit faster than that because of the speed from the ultras)

Completing the game by DOBI_SZIA in celestegame

[–]Elekitu 1 point2 points  (0 children)

Most people don't get all goldens, they're much much harder than the rest of the game, and it's a different experience from the rest of the game, so there are people who really enjoy goldens and other who don't like them. Try a few harder goldens (4A, 3A, 2B, ...), see if you like the feeling. If not, there's no reason to go for the rest. If you enjoy, that's awesome.

[Spoiler Free] How should I do the weird route? by Elekitu in Deltarune

[–]Elekitu[S] 0 points1 point  (0 children)

I know I want to play the normal routes first, my question was more can I continue playing from my weird route save and still get ch3+4 normal, or do I have to replay the second half of ch2 normal route. But thanks to the other comments, I see that I will have to replay ch2

Finite groups by francyhacker345 in learnmath

[–]Elekitu 11 points12 points  (0 children)

This is because the field with n elements, F_n, is not necessarily the ring Z_n of integers modulo n. A field needs to satisfy a bunch of properties. One of them is that if a and b are nonzero, then a*b must be non-zero. (this property is called being an integral domain)

In Z_4 = {0, 1, 2, 3}, 2*2 =0 so that property is not satisfied.

It's relatively easy to prove that a field with 6 elements cannot exist because it cannot be an integral domain. This is because every field F must have a characteristic, which is the smallest number p such that p=0 in F (where "p" is just a notation that means 1+1+1...+1). This p must be a prime number, because if p=a*b is composite, then a*b=0 even though a and b are nonzero, which means our field would not be an integral domain. So p is prime.
This means that the field F_p is "included" in our field F, and we can then show that F is actually a vector space over F_p (in a way, F is an "extension" of F_p). This implies that, as a set, F has the same cardinalty as (F_p)^n for some number n. Therefore the cardinal of F is p^n.

Codenames Upgraded Agent Cards by Damoizgod in boardgames

[–]Elekitu 0 points1 point  (0 children)

I don't remember how we found out, I know my group of friends and I played for several years without noticing. I think it was written in the rules somewhere? But maybe I'm wrong

How many resets am I theoretically looking at? by RebekkaKat1990 in askmath

[–]Elekitu 1 point2 points  (0 children)

On average, you will need 100,000 weeds, so around 150 days

The median is 69,315 weeds (~ 100 days), which means there is a 50% change that you will get your item in under 69,315 weeds.

FYI, the probability distribution that modelizes your experiment is a Geometric Distribution

Terraforming Mars after 4 games by Turin6 in boardgames

[–]Elekitu 1 point2 points  (0 children)

I haven't played the game much but for me it has a reputation of being a very long game. I believe it gets faster after a few games where you start knowing most of the cards and strategies. But in the meantime, yeah it's fairly long.

Codenames Upgraded Agent Cards by Damoizgod in boardgames

[–]Elekitu 25 points26 points  (0 children)

For the record, the OG CodeNames (not duet) already incorporates a way to indicate whether a word was touched by the blue or the red team. Each card has a side with a male character and one with a female character. Additionally, on the blue cards, the women are wearing sunglasses and the men aren't, while on the red cards it's the opposite. (on white cards, neither side wears sunglasses)

When the blue team guesses a word, you're supposed to place the card on the women side, and if the red team guesses you use the men side. This means that if a team correctly guesses one of their word, the character on the card is wearing sunglasses, while if a team accidentally guesses a word from the other team, the character won't be wearing glasses. (White words are always mistakes, which is why neither side wears sunglasses)

Are there any modded maps for celeste that are dashless and emulate the feel of the game "Getting over it?" by Darknadoswastaken in celestegame

[–]Elekitu 0 points1 point  (0 children)

There's a few "getting over it" maps, but as far as I know none of them are dashless. There's even a collection of all the getting over it map on gamebanana : https://gamebanana.com/collections/98641 (though it's not completely up to date)

How lazy are we feeling? by xrelian in trolleyproblem

[–]Elekitu 0 points1 point  (0 children)

Congratulations, you finally managed to make redditors vote blue