Yeah - some of the C-sides got changed to make them easier in the 1.2.6.0 update back in January. Most of them were pretty minor changes; 5C was by far the biggest.
This is Matt Thorson's reasoning for the change (from the Discord Server:
>I do think the c-sides were a bit too hard. They had the least testing of any levels in the game because I made them right at the end. I decided to address it before the new content because it will probably be gated behind the c-sides
You're wrong, this is on the newest patch (1.2.4.1), what has been patched out is the menu storage, which is not used in this run, as you can see, because this is on the newest patch. Also if you're curious what is patched and what is not you can see it in the official patch notes. Please first make research or just talk about things you're sure about.
Edit: http://www.celestegame.com/changelog.html
Here you have the changelog in case you can't find it.
Even games like Celeste introduce constraints into the art direction in order to give it a unified look and feel. Look at the snow around the first cabin. It only uses 5 colors. They could have easily applied some sort of shader or shadows that give it a much broader range but they didn't.
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It's not about making the art "worse," it's about how limiting your output range to a clearly-defined box makes it easier to give the game a unified aesthetic look. This is how developers can create a game that looks like it was all made by the same artist even when that may not be the case.
It still takes talented artists to make good results within those constraints. Nobody is suggesting that removing colors from a finished piece is a magic formula that suddenly makes bad art "good."
The four games were games I literally just played within the last 24 hours, and the only games I played at that (and yes before you mention it Octopath has a demo). Seriously, what are you trying to say? That these sprites, and these sprites and these sprites all look the same just because I thought of the games first, rather then listing you off a list of hundreds and hundreds of indie games? Legitimately what is your point?
1.3.3.0 is an older version of the game. The current version of the game is 1.4. You can read more about the differences in the changelog if you're interested. http://www.celestegame.com/changelog.html
I'd still recommend submitting a bug report on Steam and/or Discord, and make mention of how in only seems to happen with the 1.4 update. All game updates have the occasional growing pains, and I'm sure the devs would want to know about this.
I guess it may depend on what you're playing it on, but I think you can rebind the controls.
(I believe [patch 1.4.0.0] is the most recent update)
if you don't mind me asking, what bothered you about the controls?
(also perhaps relevant: were you playing on a console or PC?)
http://www.celestegame.com/letsplay.html
https://mobile.twitter.com/celeste_game/status/962801121818497025?lang=en
but it might still be claimed by a bot, just fight it because you probably got accidentally claimed. However, seeing that you are trying to make unrelated videos, i’m not 100% sure, but it looks like it would be fine. Try emailing one of them
Check out Celeste if you haven't already.
It's one of only a handful of games to break into the top 100 on metacritic in the last 10 years.
Yeah, same here.
It looks like it's one of the more recent changes that hasn't hit consoles yet; the changelog mentions fixing a softlock in the Chapter 8 B-Side in v1.2.3.2, whereas it looks to me like Switch is currently on v1.2.2.1 and PS4/XBone is on v1.2.1.5
Good news: the 1.3.3 update is going to increase the frame window for super bouncing, which is going to make it easier without dashing.
Source (Under V1.3.3.7): http://www.celestegame.com/changelog.html
Original Farewell release was patch 1.3.0.0. Consoles are still on that patch. PC is on 1.3.1.2. There were some changes to a couple of the key rooms as well as a handful of other screens. I don't remember the exact detail of the key room changes though because I haven't played those rooms in quite a while. http://www.celestegame.com/changelog.html
According to the changelog there are just small bugfixes and little changes to some of the room in the last chapter (the one released in ver. 1.3.0.0).
You won't be missing out on any content if you get it for the Switch. The dev's have said they plan to update the console versions of the game, but no date has been given.
Yeah, the changelog lists this for v1.2.3.0:
>* Added 1 pixel (4->5) to distance player will wiggle to avoid bonking on a ceiling corner, but only when she is dashing straight upward
>* Added 2 pixels (3->5) to maximum distance from a wall that the player can wall jump, but only when she is dashing straight upward
...meanwhile XBone/PS4 is still on v1.2.1.5, and Switch is on v1.2.2.1. So, yeah, the window for doing a wallbounce is around 42% bigger on PC than it is on console.
Here's the file, it's a 256-color version of Celeste's strawberry icon
That climactic moment reminded me a lot of the game Celeste. And your summary of the show's message makes the similarities even clearer. I've never been seriously depressed or anything, but Celeste helped me feel better about myself the way this episode did for you. I highly recommend it!
As a rule of thumb, I try to avoid using colors that are in grayscale, like only shades of black/white. Ofc it's easier with context, in your case if you're just drawing a lump of coal it's kind of hard to identify what else to use, but using cooler colors (blue, purple) as undertones throughout the image gives it a more lifelike quality. In real life, hardly anything is actually made from pure shades of black/white. For shading, I'd try to incorporate more chunks of highlights rather than slivers of highlights.
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In the end I'm still just a noob at pixel art and color theory, so here's a link to a whole shitton of tutorials and tips that the artist of Celeste made for free that are really useful. Good luck
It seems like there's a lot of potential for confusion with the name being so close to Celeste which is coming soon and has been using the name in promotional stuff for way longer.
I'm quite surprised to see you moved foward with this name since I saw that feedback given when you first posted in /r/IndieGaming, here. Something with such a risk of confusing your game with someone else's seems like it could hurt both games.
Hier sind schon einige gute Vorschläge dabei. Da du gegen 2D auch nicht abgeneigt zu sein scheinst, würde ich Celeste empfehlen.
Es hat eine tolle Atmosphäre, die Musik ist fantastisch und die Grafik ist strahlend. Das wichtigste jedoch: Es hat einen Assist Mode, der das Spiel für jeden Menschen zugänglich macht.
Zitat aus dem Spiel
> Assist Mode allows you to modify the game's rules to reduce its difficulty. This includes options such as slowing the game speed, granting yourself invincibility or infinite stamina, and skipping chapters entirely.
This is misinformation. the "bumper boost" comes from holding the same horizontal direction as the bumper is launching you. https://i.imgur.com/gFgbRdK.png
Source: http://www.celestegame.com/changelog.html
you can literally test this ingame in a matter of seconds
For any unfamiliar with Celeste, it's a challenging platform game that's been universally acclaimed since its release. Highly recommend giving it a shot if you haven't already. Game site.
Original text:
"To: [Your Character Name]
Be proud of your Death Count! The more you die, the more you're learning. Keep going!"
Yeah, I definitely spend more than five fair share in front of the PlayStation, lol. those two games are big, but there's so much more beyond that. I've honestly never even played them, those kind of games don't appeal to me. The good thing to do is get on your system and find one game you enjoy like Ori and the blind Forest, and see what other people have played who enjoyed that game and explore from there, you'll find a lot of good gems that way..
What Remains of Edith Finch is one that I haven't played, but I've heard great things about. And anything which that studio has put out, Annapurna studios.
Celeste is another one I've heard great things about but haven't played yet.
Hyper light Drifter is one of those games I told you about in the retro art style. I mean this thing looks like it came out for Windows DOS lol. The game is awesome though, I played through it twice.
Yes:
http://www.celestegame.com/changelog.html
>V1.2.0.0
>
>[...]
>
>Level changes
>
>Rebalanced Chapter 5 C-Side
I don't remember when V1.2 went live, but I think it was still in 2018 or at the start of 2019.
Try Celeste. Very different genre than Bloodborne, and extremely challenging as well. I think the game will be very enjoyable and meaningful to you. I won't say any more than that...
And you are more than "objectively a living failure." I can hear in your text that there's pain there. You were brave to share that. You are a human being with innate dignity and potential! I don't know you, but I know that much is true. You're on a journey. We all are. :)
With a cursory look at all of their giveaways, they have only had repeats occur twice in nearly 100 free games--those being fan favorites Celeste and Hyper Light Drifter. If you're waiting for a particular game to come back around, I would suggest you go ahead and get it the normal way.
I think the Epic team are more than well aware of the shortcomings of their launcher, and have been steadily making improvements. All things in due time.
Quality is not a subjective thing. For example, EA's Star Wars Battlefront II is a very high quality game despite everything. The graphics are great, the score is great, and the gameplay is heavily polished (at least as far as I've seen.) It's a terrible game in my opinion, but a game can be high quality without being a great game, and vice versa. And no, quality is not an opinion. Diamond has the quality that it is hard. LoL has the quality that it has a high skill ceiling. These are not based on "individual perspective."
I've always hated the argument that "oh you have to judge its quality by the era it was made." Standards change over time. Quality improves over time. Advancements are always made. That has nothing to do with the artstyle itself. Take Celeste, for example. It imitates the artstyle of 8-bit games of the past. Yet, it has a much wider range of colors and much smoother, more robust graphics. If Celeste was made 20 years ago, it would not have nearly as high of a quality as it does now. For your example of Diablo 2, if it was made nowadays (by the same people with the same mindset) it would look, feel, and play much better than it did then. Higher resolutions, smoother graphics, QoL improvements, etc. I.E. it would have a higher quality.
TL;DR Games of now are, in fact, higher quality than games of the past. They may not always be better than older games for it, but the quality is still certainly higher.