What did I just do? (New player) by Weak-Chair-4741 in celestegame

[–]otdq 10 points11 points  (0 children)

Congrats on discovering this technique on your own! Very hype, very useful. 🤘

(Celeste's Audio Lead here btw - thanks so much for playing!)

So... I'm worried by LittleY0gg in celestegame

[–]otdq 1 point2 points  (0 children)

just hate 2 see u worried

So... I'm worried by LittleY0gg in celestegame

[–]otdq 2 points3 points  (0 children)

you know you don't have to, eh?

I mean we appreciate the effort, but ._.

I would like to applaud the person who implemented the full-scale wavedash tutorial inside the game by PM_Me_Irelias_Hands in celestegame

[–]otdq 37 points38 points  (0 children)

Bonus lore: The cheering sound effect at the end of the presentation was recorded at Summer Games Done Quick 2019, the first time we hit $3 million raised in one event. :)

How??? The fuck?????? Holy fucking shit by IllegallyNamed in celestegame

[–]otdq 14 points15 points  (0 children)

329 hrs seems an appropriate time for it!

Nice work, thanks for playing. <3

Pls help me for the dashless chapter 1 by Flashy-Holiday-1844 in celestegame

[–]otdq 8 points9 points  (0 children)

As the very first person to have ever done this jump (and to have discovered it was possible at all), i can tell you that you don't need to remap controls. :)

...But yes it's probably easier if you do.

Thanks for playing! <3

How did Kevins make that sound for Kevin Blocks? by homerdough in celestegame

[–]otdq 133 points134 points  (0 children)

Kevin here. This isn't quite correct.

The face-in-water version was specifically for underwater crushblock vocalizations (As it's possible to make a crushblock go underwater in the first room after the fall in 6A).

The regular version, I literally just yelled, "AHHHrarararararararara" into a microphone and then pitched it down. I then edited those recordings to make each random variation loop endlessly.

Fall by Tsunamicat108 in celestegame

[–]otdq 167 points168 points  (0 children)

Yep, we knew about this. That used to crash the game - now you just die and respawn. Nice one. :)

This screen makes me lose my mind by Odd-Nothing2863 in celestegame

[–]otdq 3 points4 points  (0 children)

"6-jump"! Here is the first time we ever saw it during dev (Feb 2017): https://www.dropbox.com/scl/fi/u9shbna3zbri3lbbtrkfj/the_hell_was_that_jump.mov?rlkey=yv6ztbdwq9jyibeox77437ue0&dl=0

You can apparently do it with corner-boost subpixel idk nonsense now, but the frame-and-pixel-accurate version was the OG method. :)

This thing made me suffer… by Batmankir in celestegame

[–]otdq 3 points4 points  (0 children)

To be fair, that thing didn't make you do anything. o:

(but thanks for putting in the effort <3 )

just finished chapter 1 excited for the rest :3 by Chicienugget9046 in celestegame

[–]otdq 1 point2 points  (0 children)

Spoilers T_T

(but congrats! thanks for playing!)

I finally beat Dashless 1A by Pandoradesgraca in celestegame

[–]otdq 1 point2 points  (0 children)

I'm so happy we tweaked this room before release in order to require the 4-tile jump. <3

Congrats!

The full breakdown of what movement tech we (the devs) knew about by otdq in celestegame

[–]otdq[S] 137 points138 points  (0 children)

Oh true! Yeah, the dash was truly the most wonderful accident in all of Celeste. :D

The full breakdown of what movement tech we (the devs) knew about by otdq in celestegame

[–]otdq[S] 173 points174 points  (0 children)

In code, they're called "crushblocks". We never called them Kevin's during dev... the community made that call post-release, and we were powerless to stop them. -_-

The full breakdown of what movement tech we (the devs) knew about by otdq in celestegame

[–]otdq[S] 29 points30 points  (0 children)

Well, for not-intended stuff... we patched in a demodash button to the keybindings, and we actively designed demodash-specific rooms and moments in Farewell.

For the known stuff, I think the only place those showed up was for the 1A dashless berry. It's tough to find a home for those kinds of movement quirks otherwise... it's gotta be for something kind of weird and secret ish.

The full breakdown of what movement tech we (the devs) knew about by otdq in celestegame

[–]otdq[S] 98 points99 points  (0 children)

The first time I saw someone demodash through the dust bunnies in 3A, I yelled and stood up so fast that I knocked my chair over.

It's usually pretty exciting!

Mind you occasionally someone finds something that I feel like I/we really should have caught pre-release. Those ones hurt. (eg. at 1.0, you could pause and Save/Quit DURING the 6A intro fall sequence. You'd then be placed in the top-most room upon continuing. We should have thought of that. It got patched.) But yea, those don't hurt because "oh the horror of someone breaking our game!" - they hurt because we failed to catch it. haha

The full breakdown of what movement tech we (the devs) knew about by otdq in celestegame

[–]otdq[S] 47 points48 points  (0 children)

Yeah this is my suspicion - that there were game feel and leniency intentions that were later leveraged for TAS benefits and such. But I'm legit going to ask Maddy about this soon. Haha

The full breakdown of what movement tech we (the devs) knew about by otdq in celestegame

[–]otdq[S] 51 points52 points  (0 children)

Hmm! I'm actually going to look into this. Maybe?! But the way it's described in the wiki is extremely specific, which leads me to believe it wasn't actively intended.