checking in on this series for the first time in a bit and this is a really excellent video! your editing of progress and commentary as you work on long rooms is really well-paced, and it’s wonderful to see how much your skill at the game has improved over the course of SJ. good luck with the rest of the collab!
GG! I love chromatic complex! Amazing music and awesome gameplay! I will say I believed back in Advanced when I first started watching that you could easily make it to EHS, but now I don’t see any limits on your completion. I do think now, with the big 4 red Experts, is generally the time where savestates start becoming useful.
gg Chromplex. Was funny hearing you say "this might be the final room" so much. The map just keeps building on itself, and I love how many different ideas are explored. Tho the final room is pretty brutal 16:18 I don't have the silver for this level, but I think the consistency in here mainly comes from good ultra mechanics. This includes: not buffering the jump for the first ultra, releasing down after dashing so that you lose less speed sliding along the ground crouched, and holding your jump from the first ultra. Since you start the ultra sequence from a nyoom bubble, you get pretty consistent positioning and speed 51:52 You're not getting an ultra because you're buffering your jump input. I believe the gym explains it a bit, but this gives you a chance to not get an ultra. (Technically, it's not random and just depends on subpixel position, but it might as well be random unless you have a good way to set your subpixel position) 55:20 If you want to see your total time/deaths including those from save states, I think there's a setting you can change. Maybe setting "Save Time and Deaths" to off? It's ultimately up to preference how you want it to be of course, but I personally like including save state deaths 59:00 RIP berry. Definitely one of my favorites in the collab
15:27 yeah it counts as a proper double ultra, but separated enough that they almost feel like two individual ultras. Double (or more) ultras in GM is much more closer to each other. It's kind of getting the player prepared for tighter GM chained ultras.
@@0Prime0 manual demohypers are omega easy if you try to change directions enough time ,sometimes you just release down too early,i've done probably hundreds of manuals on accident
59:55 If you would rather your deaths/time spent with save states to count toward your stats, you can disable "Save Time and Deaths" in the Speedrun Tool options. Also gg chromplex :)
First of all, gg chromplex! And also, I can answer the question of why the orbs and platforms that change their colors each screen are the way they are. They are not randomly generated. Something way cooler infact! So you know how the styleground, tileset, and electricty change colors each room. These are the colors that are used when talking about a room, like for example: "hey, I just beat cyan". Now as an example, the orbs and platforms in cyan are dark blue, but that isnt a coincidence. The orb and platform colors actually foreshadow the next room ( in this case the room after cyan is dark blue ), and if you look at the room before cyan, youll see that the orbs and platforms in that room are cyan! This applies too all rooms, with the exceptions beeing the last room before heartroom, and heartroom itself. This is pretty nieche and hard too notice while playing. I only figured it out during my silver of this map 🧐
gg chromplex, you are now officially a high speed enjoyer. hope to see you in psychokinetic also as a casual savestate enjoyer, savestates are kind of broken but they keep my sanity intact so i like them. really helped me get to where I am in the mod (now green and yellow GM are killing me). GL with full strawberry jam clear. it will not be easy, but I think you can do it after climbing so far 35:52 you did not get the wall jump (I think it’s called a cornerkick), but do not worry, you will be doing a lot of these successfully soon 40:09 as an invert grab player, I can tell you that holding grab while doing a wallbounce on regular walls is just asking for trouble. These walls are slippery so it doesn’t really matter, but on regular walls, if you want to do a late wallbounce, you must either release grab or not face the wall. Otherwise, you will get a normal climb jump. (I thought abusing the increased wallbounce leniency compared to wall jumping would also let you do a wallbounce while holding grab, but I have never succeeded in doing that so that may be fake news.)
Just a tip in case you ever mess up with savestates and your spawn point ends up somewhere it shouldn't be: You're able to open a debug map with f6 (at least i think it's f6) that lets you teleport around to various rooms in whatever map you're playing. Maybe you already knew that, just letting you know in case something goes wrong! I know for sure I accidentally set my real spawn point at the end of the room a couple of times and had to teleport back to the start of it.
7:34 and 8:24: I think the problem you're having is not buffering jump. You're probably not used to buffering because if you start the dash low then you wouldn't get your dash back, but starting from higher up you should buffer. Here the dash runs out after having hit the ground like 1-2 frames later. Also if you just do it with the same muscle memory as an extendes hyper, you will always buffer correctly. You could also lower yourself by starting from lower down inside the first orb. 7:59 that would be very jank if it was like that 10:29 I know that at least the main color of each room is always the same, haven't paid attention to the bubbles but their color is probably set as well to mix well with the level around it. 16:19 To get on the pink block at the end? You don't need to dash right next to it, you can probably up dash all the way on the right next to the electricity if you want to. The part with two ultras is very consistent if you have the feel for ultras in general. No jump press on the second one, no crouching and never let go of right at all. 29:22 Yeah too much speed = too good, obviously /s By the way I don't have a noise suppressor in OBS, I use the Noise Suppressor For Voice effect in kdenlive. It completely removes all the controller sounds that are very clear without a noise suppressor. My mic is one that on its own hears like every little noise. I started using it in my world abyss doublestick video, I think it uses some voice detection algorithm. I don't know if other noise suppressors do that. 35:32 Nah that's not what happened. When the dash ends, it just gives you a constant amount of speed and normal movement starts. It gives you that speed regardless of if the main section of the dash collided with something. I know this happens with horizontal dashes as well. down diag dashes don't do it, instead they just preserve the exact same speed. Don't know about up and down. 36:31 There are multiple names for it. Mappers say watchtower because that's what it's called in the level editor specifically, and the rest say binoculars I think (very common shortening is "bino", especially in tech names like bino storage, don't worry about what that tech is) I feel like watchtower is an early in dev name before they decided to make them canonically binoculars. 40:30 Riskier is probably the most accurate word I'd say I just bought the talos principle and the road to gehenna DLC! For 7.29 euros/exactly 8 USD on steam summer sale. I haven't watched you play almost any of it, but seems very promising. I like puzzles. 54:41 Yep that's what I did in silver. 59:01 This is called a heart ultra by the way. Usually done with down diagonal dash to keep the speed. A lot of people including myself do it at the end of every single map where possible just for the lols, it's pretty easy as long as you can buffer dash. I like chromatic complex, and the music is great. Good video, but I gotta go launch the talos principle for the first time. It's downloaded. Wow this comment is very long again. I'm not repeating myself but it's long anyway. That's what happens in essays when the topic is something you have genuine thoughts about.
Lol, once you learn how to heart ultra, it’s hard not to do it everywhere possible. One of my favorite places in vanilla is doing a heart ultra off the right side of the heart in 1C Always painful when you’re “forced” to do frame perfect heart ultras. For example, some maps in Santa Collab don’t refresh your dash on hearts, making them 1f
@@indiegamechris4759 There’s actually a bind for toggling save state hotkeys on and off! That way, you can have hotkeys off while playing normally and never be afraid of accidentally pressing your save/load state hotkeys. I personally have the “share” button on xbox controller mapped to toggle hotkeys, and then the right joystick for save/load/clear states. But you could have the “toggle hotkey” hotkey on keyboard since you won’t have to press it regularly, only when switching between practice mode and play mode
I think I was one of your original naysayers, but I'm so impressed with how you have improved. I would still be very impressed if you clear gm, but in either case this has been a great journey. I've just started gm myself, will be fun to compare journeys! Good luck Oh and technically, it's called a watchtower, but everyone calls them binos (for binocular)
Yay using save states! I was like, save your hands from yourself! I know, for sure, that you can bind save state controls to your controller. I think you have to keep scrolling down on the keybind settings, since the mod puts them on the same screen. If I recall correctly. But ggs! The expert heartside is...one of my favorite levels ever made, in any videogame. At least the song for it is incredible and gets played in my car a lot. Also, I was one of the doubters. I'm still not sure if I'll progress past green GM myself, but you've come so far that I know you can do it if you want to. I know what's in that lobby though, and...*shudder*. Good luck, you can do this!
Man its so sad for me to witness the use of savestates. Im such a bad player, this Map took me 16 hours, yet all the players who are much much better than me, like you, resort to savestates even tho you could have easily beat it in 5 hours even without save states..
I did SJ 100% with zero savestate use. After I beat grandmaster heart side was when I found out for the first time that I'm a big outlier in having done that. Most people just see it as a big waste of time in hard levels. I'm just someone who plays a pretty small amount of games and what I do play, I play a lot, so it didn't matter much to me that GM lobby took 100 hours instead of like 50. I'm also relatively strict with integrity in games. I don't think it made the experience worse personally. But I think it's totally fair to use states for people who have other things they would rather be doing with that extra time.
@@theroboman727 Well, SJ is my first mod and I try to beat it 100% without savestates as well. The problem for me is that it seems like laziness or unessecary. I feel like im a 2nd grade student being stuck in 4th grade math class with other student who are like in the 10th grade and they use calculators for the exams while I dont. They effortlessly get to parts of a map where I struggle with for hours and hours and hours and then they are like "well I could take 20 more minutes to beat this room, but I could also just use savestates and cut those 20 minutes in half" And then afterwards I have to hear how easy all those maps are that I struggled hours upon. If you keep call these maps easy, at least beat them fair or square but dont constantly say how they shouldnt be in this difficulty because they are too easy and therefor downtalk my achievments.
@@stefanox98 you're definitely not alone with expert maps being really hard by the way, if you go on like celestenet (the multiplayer mod) and talk with people there. Chris for example has experience with hard platforming challenges before celeste which helps. One important tip is, try turning off vertical sync in options. If your movement feels weird after doing that, you just reduced your input latency by a substantial amount which is important for stuff this hard.
@@theroboman727 I dont know, if I play with vsync turned off it feels more fluid but there are visual bugs which are distracting. Like waves going from the bottom to the top.
@@stefanox98 ok that effect from vsync off I haven't heard of before. Disabling it does usually cause some screen tearing, where some bottom and top region of the screen are a frame off from each other sometimes. But it happens different amounts depending on like the GPU I think. I'd maybe try switching between windowed and fullscreen if that makes a difference, or if you have GPU settings you can adjust maybe that, but I know very little about those honestly
checking in on this series for the first time in a bit and this is a really excellent video! your editing of progress and commentary as you work on long rooms is really well-paced, and it’s wonderful to see how much your skill at the game has improved over the course of SJ. good luck with the rest of the collab!
GG! I love chromatic complex! Amazing music and awesome gameplay! I will say I believed back in Advanced when I first started watching that you could easily make it to EHS, but now I don’t see any limits on your completion. I do think now, with the big 4 red Experts, is generally the time where savestates start becoming useful.
gg Chromplex. Was funny hearing you say "this might be the final room" so much. The map just keeps building on itself, and I love how many different ideas are explored. Tho the final room is pretty brutal
16:18 I don't have the silver for this level, but I think the consistency in here mainly comes from good ultra mechanics. This includes: not buffering the jump for the first ultra, releasing down after dashing so that you lose less speed sliding along the ground crouched, and holding your jump from the first ultra. Since you start the ultra sequence from a nyoom bubble, you get pretty consistent positioning and speed
51:52 You're not getting an ultra because you're buffering your jump input. I believe the gym explains it a bit, but this gives you a chance to not get an ultra. (Technically, it's not random and just depends on subpixel position, but it might as well be random unless you have a good way to set your subpixel position)
55:20 If you want to see your total time/deaths including those from save states, I think there's a setting you can change. Maybe setting "Save Time and Deaths" to off? It's ultimately up to preference how you want it to be of course, but I personally like including save state deaths
59:00 RIP berry. Definitely one of my favorites in the collab
For the heart room, that mechanic is called a heart ultra, and you can ultra off of any heart!
27:15 it was the same for me, celeste kinda taught me, that I can pretty much beat anything in celeste with enough dedication.
15:27 yeah it counts as a proper double ultra, but separated enough that they almost feel like two individual ultras. Double (or more) ultras in GM is much more closer to each other. It's kind of getting the player prepared for tighter GM chained ultras.
27:52 also wtf lmao you accidentally did manual demohyper
@@0Prime0 manual demohypers are omega easy if you try to change directions enough time ,sometimes you just release down too early,i've done probably hundreds of manuals on accident
59:55 If you would rather your deaths/time spent with save states to count toward your stats, you can disable "Save Time and Deaths" in the Speedrun Tool options.
Also gg chromplex :)
First of all, gg chromplex! And also, I can answer the question of why the orbs and platforms that change their colors each screen are the way they are. They are not randomly generated. Something way cooler infact! So you know how the styleground, tileset, and electricty change colors each room. These are the colors that are used when talking about a room, like for example: "hey, I just beat cyan". Now as an example, the orbs and platforms in cyan are dark blue, but that isnt a coincidence. The orb and platform colors actually foreshadow the next room ( in this case the room after cyan is dark blue ), and if you look at the room before cyan, youll see that the orbs and platforms in that room are cyan! This applies too all rooms, with the exceptions beeing the last room before heartroom, and heartroom itself. This is pretty nieche and hard too notice while playing. I only figured it out during my silver of this map 🧐
That's really cool!
gg chromplex, you are now officially a high speed enjoyer. hope to see you in psychokinetic
also as a casual savestate enjoyer, savestates are kind of broken but they keep my sanity intact so i like them. really helped me get to where I am in the mod (now green and yellow GM are killing me).
GL with full strawberry jam clear. it will not be easy, but I think you can do it after climbing so far
35:52 you did not get the wall jump (I think it’s called a cornerkick), but do not worry, you will be doing a lot of these successfully soon
40:09 as an invert grab player, I can tell you that holding grab while doing a wallbounce on regular walls is just asking for trouble. These walls are slippery so it doesn’t really matter, but on regular walls, if you want to do a late wallbounce, you must either release grab or not face the wall. Otherwise, you will get a normal climb jump. (I thought abusing the increased wallbounce leniency compared to wall jumping would also let you do a wallbounce while holding grab, but I have never succeeded in doing that so that may be fake news.)
Just a tip in case you ever mess up with savestates and your spawn point ends up somewhere it shouldn't be:
You're able to open a debug map with f6 (at least i think it's f6) that lets you teleport around to various rooms in whatever map you're playing.
Maybe you already knew that, just letting you know in case something goes wrong!
I know for sure I accidentally set my real spawn point at the end of the room a couple of times and had to teleport back to the start of it.
7:34 and 8:24: I think the problem you're having is not buffering jump. You're probably not used to buffering because if you start the dash low then you wouldn't get your dash back, but starting from higher up you should buffer. Here the dash runs out after having hit the ground like 1-2 frames later.
Also if you just do it with the same muscle memory as an extendes hyper, you will always buffer correctly.
You could also lower yourself by starting from lower down inside the first orb.
7:59 that would be very jank if it was like that
10:29 I know that at least the main color of each room is always the same, haven't paid attention to the bubbles but their color is probably set as well to mix well with the level around it.
16:19 To get on the pink block at the end? You don't need to dash right next to it, you can probably up dash all the way on the right next to the electricity if you want to.
The part with two ultras is very consistent if you have the feel for ultras in general. No jump press on the second one, no crouching and never let go of right at all.
29:22 Yeah too much speed = too good, obviously /s
By the way I don't have a noise suppressor in OBS, I use the Noise Suppressor For Voice effect in kdenlive. It completely removes all the controller sounds that are very clear without a noise suppressor. My mic is one that on its own hears like every little noise.
I started using it in my world abyss doublestick video, I think it uses some voice detection algorithm. I don't know if other noise suppressors do that.
35:32 Nah that's not what happened. When the dash ends, it just gives you a constant amount of speed and normal movement starts. It gives you that speed regardless of if the main section of the dash collided with something.
I know this happens with horizontal dashes as well. down diag dashes don't do it, instead they just preserve the exact same speed. Don't know about up and down.
36:31 There are multiple names for it. Mappers say watchtower because that's what it's called in the level editor specifically, and the rest say binoculars I think (very common shortening is "bino", especially in tech names like bino storage, don't worry about what that tech is)
I feel like watchtower is an early in dev name before they decided to make them canonically binoculars.
40:30 Riskier is probably the most accurate word I'd say
I just bought the talos principle and the road to gehenna DLC! For 7.29 euros/exactly 8 USD on steam summer sale.
I haven't watched you play almost any of it, but seems very promising. I like puzzles.
54:41 Yep that's what I did in silver.
59:01 This is called a heart ultra by the way. Usually done with down diagonal dash to keep the speed. A lot of people including myself do it at the end of every single map where possible just for the lols, it's pretty easy as long as you can buffer dash.
I like chromatic complex, and the music is great. Good video, but I gotta go launch the talos principle for the first time. It's downloaded.
Wow this comment is very long again. I'm not repeating myself but it's long anyway. That's what happens in essays when the topic is something you have genuine thoughts about.
The Talos Principle is soooo good! Second-best tier of my favorite games, right next to Celeste. I hope you enjoy it!
Lol, once you learn how to heart ultra, it’s hard not to do it everywhere possible. One of my favorite places in vanilla is doing a heart ultra off the right side of the heart in 1C
Always painful when you’re “forced” to do frame perfect heart ultras. For example, some maps in Santa Collab don’t refresh your dash on hearts, making them 1f
There are controller buttons for save states! I mentioned it a few videos again. You just need to scroll down further in the options
Might be worth looking at, but I don't want to accidentally load/save state while playing!
You will get muscle memory ofcourse
It is possible, but the pros outweigh the cons I think. Although I use l3 and r3, but you use analogue so probably really annoying
@@memoryfish12 Oh of course, there is a stick and a pad I don't use. Thanks for helping me realize my obvious blind spots!
@@indiegamechris4759 There’s actually a bind for toggling save state hotkeys on and off! That way, you can have hotkeys off while playing normally and never be afraid of accidentally pressing your save/load state hotkeys. I personally have the “share” button on xbox controller mapped to toggle hotkeys, and then the right joystick for save/load/clear states. But you could have the “toggle hotkey” hotkey on keyboard since you won’t have to press it regularly, only when switching between practice mode and play mode
1:38 woah.. I didnt like that string crandgition :(
oomfie
I think I was one of your original naysayers, but I'm so impressed with how you have improved. I would still be very impressed if you clear gm, but in either case this has been a great journey.
I've just started gm myself, will be fun to compare journeys! Good luck
Oh and technically, it's called a watchtower, but everyone calls them binos (for binocular)
I'm pretty sure there are multiple names for it in the code, watchtower is just the one that mappers see in the editor
GG, thank u for urs content
Yay using save states! I was like, save your hands from yourself!
I know, for sure, that you can bind save state controls to your controller. I think you have to keep scrolling down on the keybind settings, since the mod puts them on the same screen. If I recall correctly.
But ggs! The expert heartside is...one of my favorite levels ever made, in any videogame. At least the song for it is incredible and gets played in my car a lot.
Also, I was one of the doubters. I'm still not sure if I'll progress past green GM myself, but you've come so far that I know you can do it if you want to. I know what's in that lobby though, and...*shudder*. Good luck, you can do this!
Man its so sad for me to witness the use of savestates. Im such a bad player, this Map took me 16 hours, yet all the players who are much much better than me, like you, resort to savestates even tho you could have easily beat it in 5 hours even without save states..
I did SJ 100% with zero savestate use.
After I beat grandmaster heart side was when I found out for the first time that I'm a big outlier in having done that. Most people just see it as a big waste of time in hard levels. I'm just someone who plays a pretty small amount of games and what I do play, I play a lot, so it didn't matter much to me that GM lobby took 100 hours instead of like 50. I'm also relatively strict with integrity in games.
I don't think it made the experience worse personally. But I think it's totally fair to use states for people who have other things they would rather be doing with that extra time.
@@theroboman727 Well, SJ is my first mod and I try to beat it 100% without savestates as well. The problem for me is that it seems like laziness or unessecary. I feel like im a 2nd grade student being stuck in 4th grade math class with other student who are like in the 10th grade and they use calculators for the exams while I dont. They effortlessly get to parts of a map where I struggle with for hours and hours and hours and then they are like "well I could take 20 more minutes to beat this room, but I could also just use savestates and cut those 20 minutes in half"
And then afterwards I have to hear how easy all those maps are that I struggled hours upon. If you keep call these maps easy, at least beat them fair or square but dont constantly say how they shouldnt be in this difficulty because they are too easy and therefor downtalk my achievments.
@@stefanox98 you're definitely not alone with expert maps being really hard by the way, if you go on like celestenet (the multiplayer mod) and talk with people there.
Chris for example has experience with hard platforming challenges before celeste which helps.
One important tip is, try turning off vertical sync in options. If your movement feels weird after doing that, you just reduced your input latency by a substantial amount which is important for stuff this hard.
@@theroboman727 I dont know, if I play with vsync turned off it feels more fluid but there are visual bugs which are distracting. Like waves going from the bottom to the top.
@@stefanox98 ok that effect from vsync off I haven't heard of before. Disabling it does usually cause some screen tearing, where some bottom and top region of the screen are a frame off from each other sometimes. But it happens different amounts depending on like the GPU I think.
I'd maybe try switching between windowed and fullscreen if that makes a difference, or if you have GPU settings you can adjust maybe that, but I know very little about those honestly