#celeste the hedgehog
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more shitty notability drawings I did in class
And 2 whiteboard drawings ig
#sonic art#sonic#sonic fanart#sonic the hedgehog#sonic the hedghog fanart#shadow sonic#shadow the hedgehog#shadow the ultimate lifeform#sonadow#celeste the hedgehog#sonic fankid#sonadow fankid#rouge the bat#rouge sonic#jet the hawk#mephiles sonic#mephiles the hedgehog#mephiles the dark#infinite the jackal#infinite sonic#super sonic#super shadow#super sonadow#surge the tenrec#surge sonic#amy rose#amy the hedgehog#amy sonic the hedgehog#princess blaze#blaze sonic
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Campfire commission for @musingskies!! It's a collection of the games we've played together in recent years c:
#Commissions#Digital Art#Persona 4#Persona 5#Persona 3#Portal 2#Celeste#OMORI (game)#The Murder of Sonic the Hedgehog#Buddy Simulator 1984#KinitoPet#Octopath Traveler#Persona 4 Protag#Persona 5 Protag#Persona 3 Protag#Sonic the Hedgehog#Omori#Chell#Madeline#Morgana#Buddy#Ask to tag#This has been so long in the making and I'm so so happy with it!!! :D Thank you for commissioning me!!! I love you and our friendship!!!!!!#Please zoom in to see all the little details :3#I FORGOT TO TAG POKEMON THEY ARE PLAYING WITH POKEMON CARDS#Pokemon
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When the one piece is real
#danganronpa trigger happy havoc#danganronpa#makoto naegi#kiyotaka ishimaru#mondo owada#aoi asahina#byakuya togami#chihiro fujisaki#leon kuwata#yasuhiro hagakure#celestia ludenberg#im emotionally attached to Franky Mondo#he looks like a lizard#yeah i struggled with hiro's hedgehog hair#its not meant to look amazing its ok#that celeste tho 💀
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when i tell you i have been STRUGGLING to get this done i am dead serious.
But here we are, cyan is DONE!!! What should i draw for blue? (and why it has to be sonic?)
#art#fanart#sonic the hedgehog#sonic#sth#akaridraws#sonic fanart#sonic art#sth fanart#miku hatsune#vocaloid hatsune#hatsune fanart#celeste#madeline celeste#badeline#maria robotnik#shadow the hedeghog#legend of zelda#tloz#legend of zelda fanart#zelda fanart#idw sonic#sonic idw#kitsunami the fennec#WHOA THAT'S A LOTTA TAGS
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Put up some of my smaller prints in my shop! You can find them all here :)
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i was playing spring collab today and got the urge to draw hedgehog and madeline in the same image. thankfully theres a trend rn that gave me an excuse to do that
#my stuff#celeste#celeste game#madeline celeste#super sonic#sonic#sth#sonic the comic#sonic the hedgehog#i havent drawn super in soo long im rusty.e mabrassing...#anywya i like that 2 of my fav chars ever are fast sillies#i think madeline should go to green hill zone#and sonic should go to uh. ivory. or heart of the storm
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My story now has a villain!!! Meet Celeste, a blue scorpion!
I still don’t have much to her lore figured out yet,, so expect more of her as well!!
#sonic the hedgehog#sth#sonic#sth oc#sonic oc#oc#sonic original character#original character#sonic fandom#my art#my artwork#oc ref sheet#scorpion oc#scorpion#Celeste the scorpion
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some pieces I did in between commissions! Feat. @rayactive-factory in aggie and @mintiiorweeos collab
#my art#sonic#sonic the hegehog#cotl#cult of the lamb#needy streamer overload#nso#needy girl overdose#nso ame#ame chan#super sonic#shadow the hedgehog#Sonic in a blanket is bc I was streaming celeste teehee
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My Interest Board
Plea interact if you like these,,,,,, :DDDDDDDDDDDDD
..... ignore all of the tags lol ...
#grunge#video games#cry of fear#rain world#south park#the walten files#animal crossing#osu#geometry dash#stray#roblox#scott pilgrim#sonic the hedgehog#celeste#portal 2#saw franchise#yume nikki#fl studio#undertale#deltarune#radiohead#fnaf
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I started this late June, finally finished just before the new year~ Suggestions came from twitter and private discord.
Red - Celeste (Animal Crossing) Orange - Orange Bird (Disney) Yellow - Big Bird (Sesame Street) Green - Jet the Hawk (Sonic the Hedgehog) Cyan - Kass (Legend of Zelda: Breath of the Wild) Blue - Falco Lombardi (Star Fox) Purple - Alchiba (Live a Hero) Pink - Oricorio, Pa'u Style (Pokemon)
#color wheel challenge#digital#clip studio paint#fan art#Animal Crossing#Celeste#Orange Bird#Big Bird#Sesame Street#Jet the Hawk#Sonic the Hedgehog#Kass#Legend of Zelda#LoZ BotW#Falco Lombardi#Star Fox#Alchiba#Live a Hero#Oricorio#Pokemon
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Doodle dump!! Did a few redesigns and went back to traditional art!!
Shadow’s design belongs to @shadows-coffeebeans!
#sth#sonic ocs#sonic art#autumn the quokka#everest the wolf#celeste the fox#sonic sona#shadow the hedgehog#sonarry#sonic x gadget#tailsmo#doodle dump#sketches#traditional art#artist fan146
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MY SONADOW FANKID ORMG
This was her prototype design
Here’s some info but not too much: She’s a 14 year old female hedgehog who was created in a lab with chaos energy and other stuff having the DNA of Sonic and Shadow therefore she inherited both their appearance and some traits. She’s very competitive like her fathers and can be a bit cocky but she just likes teasing people and cares a lot for her friends who she is very protective of. She’s very energetic and has a short temper so she constantly gets into conflicts and even physical fights with people and she had a reputation for that. She loves the adrenaline rush and adventures so she could be reckless at times which leads to her getting injured a lot but she has a high tolerance to pain. She can be shy at first but once she gets to know people she becomes very sociable and likeable.Yes she wears Shadow's rings and air shoes. Even if her personality seems to resemble Sonic the most contrary to her appearance who resembles Shadow, she does have a darker side to her that I’ll keep for another time! Anyways that’s all for now, she’s a recent product of mine so she isn’t fully developed yet and I haven’t decided her sexuality either but yeah. Hope u like her!
#art#sonic art#sonic fanart#sonic the hedgehog#sonic fandom#sonic the hedghog fanart#sonic fankid#sonadow#sonadow fankid#sonadow fanchild#celeste the hedgehog#fankid#fanchild
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Videogames FanArts
Kofi page>>
#sonic the hedgehog#sly cooper#ratchet and clank#jak and daxter#soul calibur#psychonauts#okami#klonoa#rayman#kingdom hearts#hollow knight#celeste#a hat in time#cuphead#dead cells#owlboy#flint hook#iconoclasts#hob
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Twitter meme
#sonic the hedgehog#Madeline Celeste#celeste game#i think we're gonna have to kill this guy#twitter meme
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Sonic, Celeste, and the indie game that elevates both of them.
Another video essay script that probably won’t become a video. Complications have arisen, I might never make another video essay. I’m writing them still in case I do, posting them here in case I don’t.
Soda Powered Penguin is pretty easily boiled down to Sonic meets Celeste. It’s not even being subtle. the game is about a high speed blue animal ascending an icy mountain. There are momentum physics, slope jumps, and loop de loops, as well as a room by room structure with a bunch of small collectibles blocked by platforming challenges meant to be navigated with a midair dash and also you can die in one hit.
Now I have gripes with Sonic and Celeste. (Note that I’ve mostly only played Mania.) Sonic has this really cool core gimmick in the speed and momentum physics, but it doesn’t feel well supported by how the game is structured. Specifically it doesn’t feel like the game is capable of bridging the gap between newer and more experienced players.
Let’s establish one thing first, Sonic levels are not meant to be sightread. You can’t really play a level smoothly on your first time going. Pizza Tower shows us what that looks like. Let’s immediately take note of the heavily zoomed out camera that always gives a good view of what’s ahead. Second let’s note the fact that Peppino is always in the center of the camera, whereas Sonic will sometimes get ahead of it while moving at high speeds.
Third, and this is important, in order to get by in Pizza Tower, in order to play this game without losing momentum at a base level, there are no bits of fuzzy timing. For example in order to get past a small jump, you need to tap the jump button after some point near the wall, but before you hit the wall. Where the right time starts is fuzzy, but that’s not important because where it ends is extremely clear. You’ve always got the last possible second as a visible point of reference. For Sonic it’s fuzzy on both ends, in order to make this jump without losing speed you’ll need to jump somewhere around here. Further, the placement of this fuzzy spot will change depending on your current speed, which is variable depending on level geometry and how well the player is doing. This fuzzy timing is just sorta inherent to how Sonic works, you’re expected to play the levels multiple times in order to memorize what’s up ahead and get a feel for what the right timing is.
Now where this becomes a problem is in how Sonic isn’t very good at encouraging and enabling learning the level layout.
To my understanding, the idea is that less experienced players will explore the level, looking for rings and item monitors that’ll help mitigate their lack of platforming skill, whereas more experienced players will skip past all of these elements in favor of more speed. Sonic levels are known for their tiered structure that helps facilitate this. There is a high route, a low route, and a middle route. The highest is the fastest but most difficult to remain on, the bottom route is the slowest but easier to stay on, and the middle route weaves the two together, giving ways in and out of both.
This automatically sorts players out into a challenge appropriate to their skill level and provides a more lenient punishment for platforming mistakes, which is unique and clever. That leniency is very important if you want to make sure players aren’t afraid of going fast, aren’t afraid of making mistakes.
The problem comes in how this tiered structure makes it incredibly difficult to build a mental map because you play the level once and you’ve only experienced one third of the stage. Play it again and you’ll likely experience a different third of the stage. The core mechanics make levels challenging to learn which is fine, but make the level layouts challenging to learn as well and now it’s too difficult.
The game often likes to launch you large distances where you can’t tell how two spaces connect, and There’s no clear markers to help you tell what is where, all the item monitors beginner players should be looking for are only distinguishable by whatever happens to be inside, which tends to overlap with other monitors.
You can’t effectively learn just by playing, but the game doesn’t provide any good tools to focus exclusively on learning. There’s no map to better understand the layout of each level, and while there is a time attack mode to practice each level individually you can’t warp to specific checkpoints in order to find the best way to navigate individual sections, you just need to take it from the beginning each time.
I don’t understand how you’re supposed to get into Sonic games other than playing them over and over again. The speed is the core appeal, it’s Sonic’s trademark, it’s what I came here for, but the game isn’t showing me how I get there, and stumbling around in the dark isn’t very fun.
//modern sonic has skill rankings so don’t talk about distaste for time attack
//maybe mention how while time attack does provide some incentive to replay, it doesn’t facilitate practice. You can’t just boot up a certain section or practice certain techniques
//put focus on how Celeste does this kind of level design right
Celeste has a different issue, almost the exact opposite one in fact. The way the game is structured ensures a thorough understanding of how each level is lain out and should be navigated, but when the game starts getting more difficult The levels are learned far too quickly for how often you have to repeat them.
This isn’t a big problem, I did beat the entire main campaign, all the B-sides, and a good handful of the c sides after all, but it did make the game less fun as it became more difficult and was the reason I ultimately put the game down before fully beating it.
Celeste’s formula constructs a really great understanding about how the level is laid out and how it should be navigated. Looking for strawberries encourages thorough exploration, and the one hit point combined with frequent checkpointing ensures that the player can never simply stumble their way through any given room. They have learn how to get through each room without making any mistakes.
Now the fun thing is that as you repeatedly attempt a room, your execution will tighten up and your strategy for how it ought to be navigated will develop. You’ll find exactly where you’ll want to jump and dash in order to proceed more quickly.
But when the game gets really tough oftentimes I’ve worked out the optimal strategy before my hands can pull it off. I’m stuck repeating the same series on inputs over and over again until I don’t mess up, don’t jump a few frames too early or dash a little too late. I think it’s boring when games cut down exclusively to execution because now you just have a Rhythym game without the boppin tunes.
There’s a few ways games can be seen circumventing this issue. Number one is allowing players to recover from mistakes. I think if a wants to be fun, it’s in their best interest to always allow the player a degree of leniency over mistakes. It doesn’t have to be much, but it’s much more fun to desperately try and claw out a victory from the jaws of defeat even if it doesn’t work, than just lose immediately.
For an example, Pizza Towers greatest challenge is to P rank every level, one of the requirements for this being that you must carry a single unbroken combo from the levels beginning to end. As long as you maintain momentum this isn’t a problem, but the second you lose it, you have about five seconds to get back on track or you have to restart the whole level. It’s not as simple as getting a running start though, as enemies will only attack you when you don’t have momentum, so a whole new threat rears its head in your most vulnerable moment,
Your run hinges on your ability to respond to a situation you have likely never encountered before. Also you only have 5 seconds. The game will generate new strategical challenges automatically, highly stressful ones at that, as long as you aren’t good enough to beat the level flawlessly. If you are good enough to beat the level flawlessly, then do that and move on to the next. Pizza Tower never gets dull, not for long at least.
In Celeste because you die instantly to any obstacle and after using a dash you’re fresh out of any useful platforming tools, Celeste lacks this completely. What it does have however is freeform routing. The game likes to place a bunch of these blue key things across a room and challenge you to nab all of them without dying. Each relevant point has multiple ways in and out so there’s no clear order. This strongly obfuscates the optimal route if one exists and allows players a great degree of freedom to experiment and generate their own strategies. If they get bored of one route they are free to try out others.
One final thing that probably exists in Celeste for players far better than I is shortcuts, a quicker route obfuscated by something more intuitive. If you want examples Neon White is chock full of this shit. The game puts a lot of work into establishing clear and specific rules that outline the critical path. Demons and weapon cards are to be followed like breadcrumbs, weapons are used in the order you find them in, this guy is made of 6 boost pads. All 6 of them work, but if you want a 100% chance of not being chucked into the uncaring void touch the green one.
But these intuitive suggestions exist primarily to be broken. While yes oftentimes the black panels will send you into the uncaring void, this specific black panel on this specific demon will let you skip part of the level. You don’t have to collect every weapon card, they’re only important to the extent they let you kill demons; if one is too out of the way, skip it. Demons generally guide you to the goal, but if the game has a long empty path with a single demon at the end, check for open sightlines, guns are ranged weapons. You don’t have to kill enemies in melee range, it’s usually optimal, but not here.
If the player knows you’re hiding this kinda stuff, they’ll always keep their eyes peeled, keep asking questions, never settle. Because some of them are probably better hidden than what they’ve found.
Check this shortcut where I just jump over handrails, now check this one where I interrupt my initial jump with a double jump to reduce my overall jump height, so I can land on this platform and jump to the next while minimizing the time spent falling.
Back to what started all of this, my issues with Sonic and Celeste could probably be solved if you, say, took the momentum physics of a high speed blue animal and threw in the room by room structure littered with collectibles of an icy mountain. Sonic struggles with giving the player enough practice with each room through regular gameplay, but the way that Celeste forces players to repeat each room until they’ve mastered it mitigates this. Celeste struggles with constructing enough variety between room attempts, but the incredible depth and unpredictability within Sonic’s momentum physics cancels that out.
But the thing is that Soda Powered Penguin also takes notes from what I said could improve both of those games. I didn’t just go on massive tangents because I love to yap, all the things I mentioned apply to this game. The camera is zoomed out far enough to sightread, the game applies enough leniency to allow players to scrape out victories, and levels are littered with shortcuts and freedom of routing.
While Celeste kills the player in one hit and only allows them to dash once in the air, most obstacles in Soda Powered Penguin will kill the player in two hits, and the dash will recharge in midair. It takes a few seconds, you can’t just repeatedly dash upwards to fly or anything, but it’s enough to desperately scramble for solid ground.
Check out this wall jump section, wall jumps can be done vertically or diagonally, and one of these types of jumps connects just about every available point to every other point. Freeform routing. And it’s here specifically for a reason; this is actually in the middle of an incredibly tense Wario Land 4 style escape sequence, where you have to hit a detonator, escape, and come back with a key. The player is going to be running this section forwards and back a lot. I wonder why they emphasized freeform routing here of all spots.
What I’m saying is if you like Sonic or Celeste, fuck it even if you don’t like either I thought they were just sorta okay, go onto steam and download the demo for soda powered penguin, and if you like it, then wishlist it because the game isn’t out yet.
Strawberries encourage thorough exploration
Can start level at any checkpoint
Very intuitive
Little variability
Multiple routes make it difficult to build a mental map.
No direct incentives to explore aside from the special stage. No hints as to its location and there’s only one per level.
Unclear when exactly you’ve explored everything.
Celeste exploration is nice but once the game gets down to the brass tacks it quickly becomes repetitive
The game takes a lot of cues from Mario’s playbook on platformer level design, which is sensible.
It’s very difficult to sight read levels and you need to make the active choice to go back and replay them to learn how to navigate them quickly.
Part of what makes pizza tower work is the discreetness of its mechanics. You have until the very last second, until you touch that wall right there, to jump in order to not lose momentum.
There’s a pretty good video on all the cues Sonic took from Mario, Mario had momentum physics long before showed up, you can’t hit the top of the flagpole until you learn how to get up the staircase without losing speed after all. Sonic just decided to really push the momentum concept.
Going fast necessitates a decent level of familiarity with the level design
It is possible to make a game that goes fast and is suitable for sight reading.
It’s got a structure meant for sight reading but a gimmick best for replaying.
Now the funny thing is that my issues with both games could probably be solved if you, say, took the momentum physics of a high speed blue animal and threw in the room by room structure littered with collectibles of an icy mountain. Sonic’s strengths covers Celeste’s weaknesses and vice versa. But the thing is that Soda Powered Penguin also takes notes from what I said could improve both of those games. The camera is zoomed out far enough to sightread, levels are littered with shortcuts and freedom of routing, look at this bit that focuses on wall jumping. You can either do a vertical or diagonal, which gives you multiple ways both in and out of each relevant point.
What I’m saying is if you like Sonic or Celeste, fuck it even if you don’t like either I thought they were just sorta okay, go onto steam and download the demo for soda powered penguin, and if you like it, then wishlist it because the game isn’t out yet.
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The Contestants
1. Gwen Cooper and Gwyneth (Torchwood/Doctor Who)
2. Peppino and Fakino (Pizza Tower)
3. Darkwing and Negaduck (Darkwing Duck)
4. V1 and V2 (Ultrakill)
5. Dana Cardinal and Dana's double (Welcome to Nightvale)
6. Rory and Auton Rory (Doctor Who)
7. Pit and Dark Pit (Kid Icarus)
8. Frisk and Chara (Undertale)
9. Steve and Herobrine (Minecraft)
10. Madeline and Badeline (Celeste)
11. Yosuke and Shadow Yosuke (persona 4)
12. Doppel and Glass (Heartless)
13. live1967 and die1967 (tumblr)
14. Optimus Prime and Nemesis Prime (transformers)
15. Mario and Wario (Super Mario)
16. Luigi and Waluigi (Super Mario)
17. Sonic and Shadow and Metal Sonic (Sonic the Hedgehog)
18. Rumble and Frenzy (Transformers)
19. Meta Knight and Dark Meta Knight (Kirby)
20. Link and Dark Link (LoZ)
21. Four Swords Links (LoZ)
22. Nights and Reala (NiGHTS into dreams)
23. Tulip Olsen and Lake (Infinity Train)
24. Angela and Carmen (Lobotomy Corporation)
25. Kenjaku and Geto (Jujutsu Kaisen)
26. Yomiel and Sissel (Ghost Trick) (no spoilers!)
27. Nick Valentine and DiMA (Fallout Four)
28. MK and Ink MK (Lego Monkey Kid)
29. Sun and Moon (Fnaf)
30. Preston Garvey and Impersonator (Fallout Four)
31. Ghost and The Hollow Knight (and siblings)
32. Protagonists (Crawl)
#okay tagging time...#doctor who#torchwood#pizza tower#darkwing duck#ultrakill#welcome to nightvale#kid icarus#undertale#minecraft#celeste#persona 4#heartless abd illustrates#transformers#super mario#sonic the hedgehog#kirby#nights into dreams#legend of zelda#infinity train#fallout four#ghost trick#jujutsu kaisen#five nights at freddy's#lego monkey kid#hollow knight#crawl
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