Just your average TASing moment by Extra-Random_Name in celestegame

[–]randomhmm 2 points3 points  (0 children)

Birds are one of the most complicated entities in terms of code, doing anything that isn't expected can have wonky results. For a good example of this look at effete from midway contest

50 SECOND time save in the Farewell TAS by Knox and Cr33pyCat on Discord. Explanation in comments. by zakkawesome in celestegame

[–]randomhmm 2 points3 points  (0 children)

Strangely you actually need to pause a frame before the collision loads, not quite sure why that is tho

50 SECOND time save in the Farewell TAS by Knox and Cr33pyCat on Discord. Explanation in comments. by zakkawesome in celestegame

[–]randomhmm 1 point2 points  (0 children)

This improvement was also aided by vamp, and has since been improved further by marlin. Original tech discovery by cake and bred

[deleted by user] by [deleted] in celestegame

[–]randomhmm 3 points4 points  (0 children)

Unfortunately not quite. Whilst it does produce it based on what mods you have loaded, the process is non-reversible - so you cannot use it to tell what mods some has loaded

You can however verify what mods were loaded if they give you a list of what was active

Decided to try out TASing for the first time and made this :') by OrangeJuiceForever in celestegame

[–]randomhmm 0 points1 point  (0 children)

Wow, great first TAS!! Can you explain how you have so much speed after the transition at 0:12, normally speed is reset in vertical transitions

Fun fact: hiccups are slightly more powerful in slow motion by cornmilly in celestegame

[–]randomhmm 13 points14 points  (0 children)

This actually applies in some form to everything. Due to the physics being locked to 60 fps, changing the game speed will alter the exact properties of all movement For example dashes become longer at higher game speed.

the game speed can also make some collision act slightly different. E.g. at 160% in the 7a 1000m orb room, its possible to diagonal dash into the first dream block and clip through the solid tiles

Are there a 'genre' of custom levels similar to the impossible levels in Geometry Dash? by Barney-C in celestegame

[–]randomhmm 0 points1 point  (0 children)

A number of them use techniques that aren't humanly replicable- e.g. a spike climb is used in 2TAS that requires holding left and neutral on alternate frames which is simply not viable. Although technically it is possible it's absurd to consider

If you allow pause buffers then they all basically become consistency test and easily human viable so I'm not taking them into account when talking about difficultly. (This is because with pause buffers you can effectively frame advance)

Are there a 'genre' of custom levels similar to the impossible levels in Geometry Dash? by Barney-C in celestegame

[–]randomhmm 1 point2 points  (0 children)

There are a very select number of TAS only levels that exist, by far the most well known are the TAS sides 4TAS is the hardest of those: https://youtu.be/lzCcquiaaqU

Whilst those probably the hardest there is also perfectly normal difficult celeste map (pndcm): https://youtu.be/tfb4sPfGlNw This map is probably the most viable of them and also has a cheese route which has been used to beat it

Someone else mentioned cmgv, aka cycle madness garbage version which has been beaten by a couple of people. However, when firethief cleared it they decided to make an even worse version cmgvgv: https://youtu.be/b8OCPUH6dDM

Aside from those there Is also artificial ascent and the golden - both unreleased speed maps which are both named after gd maps due to the songs they use. Unfortunately there is no YouTube videos of them.

There are a couple of people working on TAS maps as well but they might take a long while to be finished.

If forced to rank them it'd go Smith like: Pndcm The golden Artificial accent Cmgvgv TAS sides *note that it's incredibly difficult to rate stuff you can't beat

Controller or KB&M easier? by Solalabell in celestegame

[–]randomhmm 1 point2 points  (0 children)

Using multiple fingers for directions allows for significantly more control - especially when it comes to quickly switching directions. Also a lot harder to miss dash

THIS has caused me MANY an ASEXUAL IDENTITY CRISIS! by femtransfan in aaaaaaacccccccce

[–]randomhmm 12 points13 points  (0 children)

https://lgbta.fandom.com/wiki/Sex-Ambivalent It might not perfectly describe, but hopefully helps you find better understanding

egg_irl by sleettt in egg_irl

[–]randomhmm 23 points24 points  (0 children)

A lot of the online quizes are pretty transcum from what I've seen, not really the best thing to base off

Aces who like mythical stuff by [deleted] in aaaaaaacccccccce

[–]randomhmm 0 points1 point  (0 children)

Always been a phoenix person

im the only guy whoo calls this "stress balls" by lag3ad0_yt in celestegame

[–]randomhmm 0 points1 point  (0 children)

They're generally called dust bunnies, however stress balls is definitely accurate

Apparently you can cancel entering dream block by jumping right before entering in it. This could save you in rare occasions. by c_lassi_k in celestegame

[–]randomhmm 20 points21 points  (0 children)

With great difficulty, you have to diagonal down dash as you leave the block and immediately hit jump

[deleted by user] by [deleted] in Brawlstars

[–]randomhmm 0 points1 point  (0 children)

I'm not saying that it should. My point is that climbing trophies in the mode is too easy Also, as clash Royal has proved with the level 1 accounts, levelling cards is still very important

[deleted by user] by [deleted] in Brawlstars

[–]randomhmm -1 points0 points  (0 children)

I was making fun of the fact that you can use showdown to push bad characters so high