ความคิดเห็น •

  • @samuelbrice3699
    @samuelbrice3699 3 ปีที่แล้ว +42

    I wish I could go back to being a beginner and relearning the game. It was awesome.

  • @oinkymomo
    @oinkymomo 3 ปีที่แล้ว +20

    there's a spot in the 3rd room of 5c where you are supposed to wallbounce out of a downdiag bubble, but its very precise. i find it easier it to just jump off the top of the block you're supposed to wallbounce off of, which can also works

  • @BreadstixTheAnimator
    @BreadstixTheAnimator 3 ปีที่แล้ว +68

    0:35 isnt it what games call forgiveness, where you make a minor mistake and the game is forgiving enough to give you a chance
    for example in one game with no forgiveness, if you time a jump at the very edge wrong, it wont count it and youll fall off
    a game with forgiveness will have a small timer for you to be able to jump in the air so then youre able to jump off of a ledge like you intend to

    • @nyghts7
      @nyghts7 3 ปีที่แล้ว +52

      yes, and many believe the only reason it was implemented was because the creators of the game are Canadian

    • @EakiTurtle
      @EakiTurtle 3 ปีที่แล้ว +11

      @@nyghts7 lmaoo

    • @circumplex9552
      @circumplex9552 3 ปีที่แล้ว +1

      Yes, thats why coyotes were implemented

    • @hellboy19991
      @hellboy19991 ปีที่แล้ว

      Coyote time is the technical term in game development. The lack of coyote time makes movement feel sluggish.
      The name stems from the looney toons coyote. He runs off cliffs and only starts falling after a few seconds and realizing he should be falling.

  • @eumesmo7641
    @eumesmo7641 3 ปีที่แล้ว +96

    Nice video, but would be better if you did a slow motion and zoom to show better the tricks.

    • @Ezel_142
      @Ezel_142 3 ปีที่แล้ว +26

      Yeah fair enough. I don't do a lot of editing so I overlook some details

    • @YeprilesteR
      @YeprilesteR 3 ปีที่แล้ว +1

      Yeah but in general really cool video

  • @leblonk5428
    @leblonk5428 3 ปีที่แล้ว +16

    I thought most of these are just to make the game more player-friendly, considering that it's already tough to complete for most people and the developers did acknowledge that.

    • @Ezel_142
      @Ezel_142 3 ปีที่แล้ว +17

      The devs spent a lot of effort to make sure the game is challenging but also fair, by adding a lot of minor leniency mechanics that make the gameplay more fluid and intuitive

  • @CryingARiver
    @CryingARiver 3 ปีที่แล้ว +2

    This is really informative! Not quite sure if I'd ever use many since I like playing casually, but it's still neat to know about these small mechanics

  • @togglinho
    @togglinho 3 ปีที่แล้ว +3

    coyote time was just added so that people that arent really good at platforming can have a chance at beating the game as it no longer requires perfect timing

  • @nitricacid2516
    @nitricacid2516 3 ปีที่แล้ว

    Thanks, very helpful

  • @potatoface2186
    @potatoface2186 ปีที่แล้ว +1

    the ceiling pop actually requires you to be in a certain area in the pixel (iirc it was around 30% of it) to perform, this makes it very luck based

    • @Ezel_142
      @Ezel_142 ปีที่แล้ว +1

      the ceiling pop in that area has a setup that makes it consistent, i just forgot about it when recording, because i'm not a speedrunner D:
      and yeah ceiling pops iirc are a 1-3 frame window depending on your position, Parrot Dash has made a pretty good video about it

    • @_dan1715
      @_dan1715 ปีที่แล้ว

      @@Ezel_142 aren't they always a 1f window, it's just that the frame you need to jump changes based on subpixel? so the amount of frames you hold down before jumping varies, and the jump is always frame perfect

    • @Ezel_142
      @Ezel_142 ปีที่แล้ว

      @@_dan1715 yea, thats why parrot has a much better explanation. Mine is very basic and i didnt know as much about ceiling pops

    • @_dan1715
      @_dan1715 ปีที่แล้ว

      @@Ezel_142 fair fair

  • @twiddle10000
    @twiddle10000 3 ปีที่แล้ว

    Of course the video they show for the extended wall jump mechanic is the level I’m stuck on in Monika’s D-sides…
    Thanks for the help with it lol.

    • @Ezel_142
      @Ezel_142 3 ปีที่แล้ว

      That room is made so that you can do it without noticing if you're going really fast, but yeah in general that room exploits this mechanic

  • @adampodkowinski2165
    @adampodkowinski2165 3 ปีที่แล้ว +2

    polska gurom

  • @jaydentt
    @jaydentt 3 ปีที่แล้ว

    very forgiving of them

  • @nou-yk7tb
    @nou-yk7tb 4 ปีที่แล้ว +1

    Wow ceiling pop is interesting

  • @datbanan2717
    @datbanan2717 3 ปีที่แล้ว +5

    another name for this video could be "all of the tricks tas uses to flex on us chumps"

  • @hydro0___
    @hydro0___ 4 ปีที่แล้ว +7

    why didn't you do the setup for the cp?

  • @SleepyFunkin
    @SleepyFunkin 3 ปีที่แล้ว

    Crumble blocks can stay for a long time if you stay on them, it starts disappearing as soon as you stop touching it.
    It can stay for probably 5-7 seconds

    • @Ezel_142
      @Ezel_142 3 ปีที่แล้ว

      that's true, i forgot to mention that as well, although they don't stay for that long :p

  • @kdonaldo
    @kdonaldo 3 ปีที่แล้ว

    Niezły film

  • @gummy2bear358
    @gummy2bear358 ปีที่แล้ว

    5:39 i remember when i didnt even know what this was and wasnt good at the game

  • @elijahwade3335
    @elijahwade3335 3 ปีที่แล้ว

    I am no expert speed runner at all, but I think it is easier to preform ceiling pops at the #4 flag of 7B. I found myself constantly accidentally preforming them

  • @moatija62
    @moatija62 3 ปีที่แล้ว +7

    3:45 why just not use neutral jumps?

    • @calva0433
      @calva0433 3 ปีที่แล้ว +1

      To show how it works

    • @moatija62
      @moatija62 3 ปีที่แล้ว +3

      I meant, why use those conserved jumps instead of neutral jumps?

    • @calva0433
      @calva0433 3 ปีที่แล้ว +1

      @@moatija62 sometimes it might work better, and why not know about them?

    • @spacenoodles5570
      @spacenoodles5570 3 ปีที่แล้ว

      Neutral jumps give less distance

    • @icelingbolt
      @icelingbolt 3 ปีที่แล้ว +1

      If you need to jump between 2 walls, but you need the distance of a grab jump, this is the trick youd use

  • @BossAwesomeSauce
    @BossAwesomeSauce ปีที่แล้ว

    ezel

  • @grimer1746
    @grimer1746 2 ปีที่แล้ว

    dude i didn’t understand superboosting on my first play through so i thought bumpers were just rng

    • @noobfart
      @noobfart 2 ปีที่แล้ว

      I understood that holding in the direction at the start of the bounce will make you go farther and there are some screens where you need to alternate yet still thought it was more rng than wavedashing

  • @sm64guy28
    @sm64guy28 3 ปีที่แล้ว

    I just dash for the very first example

    • @TennessineGD
      @TennessineGD 3 ปีที่แล้ว +1

      he was talking about dashless 1a, you're normally supposed to dash

    • @sm64guy28
      @sm64guy28 3 ปีที่แล้ว

      Tennessine oh ok my bad

  • @klopsongracz
    @klopsongracz 3 ปีที่แล้ว

    Polska gurom

  • @levthelion71810
    @levthelion71810 2 ปีที่แล้ว +1

    3:33 This one is actually taught by the postcard before starting chapter 4. (the wind chapter)

    • @blokos_
      @blokos_ ปีที่แล้ว +1

      it was tslking about normal wall jumps

  • @blueberrryy
    @blueberrryy 3 ปีที่แล้ว

    5:07 ok

    • @trystansimmonsayala9584
      @trystansimmonsayala9584 3 ปีที่แล้ว

      if you're referring to madeline dashing through the spikes, that's called a demo dash. i dont know how to really explain it, but it's when you input down for a really small window (1-5 frame window i think) during the start of the dash. this makes madeline's hitbox the same size as her crouching hitbox, which just so happens to be able to fit between spikes. its a really useful tool to skip entire parts of levels

    • @blueberrryy
      @blueberrryy 3 ปีที่แล้ว

      @@trystansimmonsayala9584 It’s where you dash holding down but then immediately change to a horizontal input to trick the game into dash with Madeline’s crouch hit box allowing you to be small enough to do a pixel perfect dash through a walk if spikes in some scenarios.

    • @blueberrryy
      @blueberrryy 3 ปีที่แล้ว +1

      @@trystansimmonsayala9584 wait I didn’t press read more I didn’t realised you explained it oops

    • @trystansimmonsayala9584
      @trystansimmonsayala9584 3 ปีที่แล้ว

      @@blueberrryy loll

  • @Mathi5000
    @Mathi5000 3 ปีที่แล้ว

    great video but wheres the demodash?

    • @randomclustermissile8701
      @randomclustermissile8701 3 ปีที่แล้ว +3

      I think demodashes weren’t intentional when they designed Celeste. They just didn’t patch them out cause they’re so cool. Plus there are tons of demo dash tutorials out there

    • @_vsnwprintf_s_l
      @_vsnwprintf_s_l 3 ปีที่แล้ว +4

      @@randomclustermissile8701 they're canon now, there's a room in farewell you can only get in with a demodash

    • @gummy2bear358
      @gummy2bear358 ปีที่แล้ว +1

      @@_vsnwprintf_s_l and a demodash button

    • @maxlindemann1429
      @maxlindemann1429 ปีที่แล้ว

      @@gummy2bear358Nah, you don’t need a demo dash button. Manual demos still work

  • @szamas-_-1812
    @szamas-_-1812 3 ปีที่แล้ว

    Are you polish?

  • @yameroooo
    @yameroooo 3 ปีที่แล้ว

    0:40 I just jump while crouching

  • @norugames7568
    @norugames7568 ปีที่แล้ว

    Hej polska

  • @Buglin_Burger7878
    @Buglin_Burger7878 3 ปีที่แล้ว

    I don't know if Coyote time is an actual mechanic... I think it is an option in the menu which lets inputs be easier for stuff like this. I think you can literally turn it off. It is literally assistance.

    • @thedragoknight9740
      @thedragoknight9740 3 ปีที่แล้ว +3

      i have played this game and have literally never seen anything in the menus relating to this, where did you get this information?