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#celesteclassic
arguably-hoisted · 3 years
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Fact#1
if you dash down and press right within 5 frames in celeste classic you will dash downwards
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foscchamartin-blog · 5 years
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#fosc #concierto #musicaenfamilia #celesteclassic #celeste21 #coromaravillas #corosfosc #haciendo #musica 17 #de #mayo #auditorionacional #sala #de #camara https://www.instagram.com/foschamartin/p/BwRh_REARND/?utm_source=ig_tumblr_share&igshid=mox9uppo69np
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mikegrtran5lation5 · 3 years
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Celeste Classic (GBA) (homebrew) - Greek translation - 1.1.GR0.9 : Ουράνιο Όρος
English below:
Αποφάσισα να ξεκινήσω τη δεύτερη μετάφρασή μου με τη μεταφορά του Celeste Classic στο Game Boy Advance. Κι αυτό, επειδή το παιχνίδι έχει ελάχιστο κείμενο. Το παιχνίδι Celeste Classic δημιουργήθηκε από τους Ματτ Θόρσον και Νόελ Μπέρρυ, το οποίο και διαθέτουν δωρεάν σε αυτόν τον σύνδεσμο:
I decided to translate the Game Boy Advance port of Celeste Classic as my second work. I chose this, since the game has minimal strings. Celeste Classic was created by Matt Thorson and Noel Berry, which they provide free of charge in this link:
Ο JeffRulz (GitHub) με τη σειρά του το μετέφερε σε ROM για το GBA, την οποίο στον παρακάτω σύνδεσμο παρέχει δωρεάν μαζί με τον πηγαίο κώδικά της:
JeffRulz (GitHub) ported the game to a GBA ROM, which they provide in the link below freely alongside its source code:
Εγώ δε, μετέφρασα τα περισσότερα κείμενα και τον τίτλο. Μόνο μία λέξη δεν κατάφερα να μεταφράσω, καθώς ο κώδικας δεν δίνει εντολή να εμφανιστεί ολόκληρη, αλλά δίνει ξεχωριστή εντολή σε κάθε γράμμα. Αυτή η λέξη είναι το cheater (ζαβολιάρης) που εμφανίζεται στο τέλος του παιχνιδιού αν έχετε απ' αρχής παίξει με ζαβολιές (cheats). Επειδή, λοιπόν, αντιστοίχισα τα ελληνικά γράμματα κατά τον κώδικα BETA, η λέξη εμφανίζεται ως ΞΗΕΑΤΕΡ.
I, for my part, translated most of the strings and the title. I could not translate one sole word, as the code does not command the game to show the full word, but gives different commands for each letter. That word is the word cheater, which is shown in the end of the game, provided that you have cheated from the very beginning. Since I have matched the Greek letters by their BETA code counterparts, the word is shown as ΞΗΕΑΤΕΡ.
Decryption key:
4dTZZZDBq0lbCjpDv4MgW5NzOWEOZxthDVGCij-KJC4
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geeky90-blog · 7 years
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Celeste: A Review
 Surprise! I forgot to review Mirror’s Edge. Work’s been really hard on me lately, and so I’ve been struggling to find time for my hobbies except for some quick bursts of gaming. 
I’ve spent the last week and a half/two weeks playing through Celeste, an Indie Platformer by MattMakesGames on my Switch. Last night after many tries and roughly 27 hours poured into the game, I’m happy to say I completed all 24 of its levels and am floored by this game. Hit the jump below to see my thoughts.
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Title: Celeste Platform(s): Nintendo Switch, Playstation 4, Xbox One, PC, Mac, Linux MSRP: $19.99 Total Playtime: 28 Hours (Roughly) Status: Main Story Completed, All Levels Completed, ~100 strawberries collected.
Read on below my friends. 
For those that aren’t aware, Celeste is a game that was developed out of a small scale project that turned into a full game. (The original game is actually playable online for free, here: https://mattmakesgames.itch.io/celesteclassic) Players play as Madeline, a young woman with the drive and desire to climb Celeste Mountain, a mysterious mountain that features multiple breath-taking sights, including an abandoned city, a ghastly hotel, and spikes.... tons and tons of spikes. 
The premise is simple enough to hook you in, but the actual story, while not as expansive or in-depth as many of our AAA games today, does... well, it does really well with its subtlety, symbolism, and of course letting fans interpret Madeline’s journey. (More on that in a bit)
Graphics-wise, the game bases itself somewhat on old retro titles, more towards the SNES/16-bit era, while the music keeps a nice synth-retro style to go along with it as well. Fitting, considering how the game originally got its start as a retro game made on a retro (imaginary) console. Aesthetically it fits, and the game’s beautiful backgrounds, details, and more truly shine on any screen.
Gameplay is one of the true highlights of this game. Similar to Super Meat Boy, I Wanna Be the Guy, and other titles in that nature, this game is designed to be hard, precise, and brutally unforgiving at times. While there are some instances of RNG, for the most part success or failure is based upon the player’s skill and reflexes. This is pretty refreshing for the most part, as sometimes RNG can become a bit too common place or critical in the world of gaming. (I’m looking at you, Pokemon!)  You can run, wall-jump, dash, and that’s about it. But where the game starts to shine is the difficulty and precision moves you must make in order to be successful. Each jump, dash, and wall-jump truly matters. One wrong move can find you falling to your doom, getting impaled on a bed of spikes, or getting crushed by a laughing block.  Each step and failure you make along the way allows you to learn the game and master its mechanics. One of the most satisfying moments for this game for me was finally mastering the more advanced abilities that are essential in succeeding in the later levels, and I felt truly accomplished by completing the climb and reaching the Summit of Celeste Mountain. 
The difficulty is something that I truly thought would bother me, if I’m being honest. I’m well-known by my partner for my temper when playing video games. (I once rage quit fighting a Pelipper in Pokemon Alpha Sapphire because it kept spamming recovery moves on me if that says anything) However, when I first saw the trailer for this game in a Nintendo Direct last year, something about it stood out. Maybe it was the aesthetic, the story, or the challenge... but like Madeline, I knew I wanted to climb that mountain. I had no reason why, I just knew I wanted to. I think that’s the appeal of the game... some large challenge that players want to overcome.  Celeste presents itself in a way that encourages the player to keep up their efforts. Each failure becomes an opportunity for success, and I can’t think of any moment I truly rage-quit at the game. Yes, I may have been annoyed, but I still felt empowered to finish the game. Even when I faced the final two levels last night, dying almost 500+ times, I was encouraged by the game as I kept learning the correct actions to take. This ultimately led to my final victory when I finished the game ... at 2:30AM. I felt accomplished. I felt proud. I felt...tired. But overall, I felt satisfied at completing what I set out to do in this game: climb the mountain and complete each level in the game. (Collecting all the Strawberries scattered about the mountain, that’s... a whole other story) This game has perfect gameplay, and I believe it’s one of the strongest examples of refined and easy-to-master mechanics in a video game since Super Mario Bros. It is that good and the gameplay makes it worth the price of admission.
Here there be spoilers after this point, 
But the true heart of the story, that keeps you going, is the Madeline and her internal conflict. The overall narrative focuses on her drive to climb Celeste Mountain while also opening up to the faces she meets along the way. Madeline is relatable: she is determined, insecure, and stubborn. This was why I was able to invest myself in the story and for many players, I think this creates immersion in the game. One of the few faces on the mountain she meets is, of course, her other self brought to life by the mountain. Her fears, her insecurities, and more manifest themselves in her alter-ego, and the journey she has confronting herself and overcoming this makes up the true heart of the narrative. And this is one of the highlights of the game that comes together in a wrenching climax and finale. Many games have done the “evil” rival of a character story before (Sonic & Shadow, Mario & Wario, Samus & Dark Samus, etc.) but this game adds some real emotional depth to their conflict and their reconciliation. 
This is in fact, something, I think that allows the player to make up their own connection to Madline. The game is never outright saying what exactly Dark Madline represents at times. It does allude to her insecurities, her fears, her anger, and other negative emotions.... but there’s no set defined name for what she represents. The general consensus (that I agree with) is that she represents depression, anxiety, or mental illness. However, it’s extremely easy for the player to project onto Madeline their personal feelings. (For example, I read the story almost coding Madeline with queer theory, with her Dark Half representing her repressed, true self, and their reconciliation being Madeline accepting of herself) It’s subtle story telling like this that lets the players fill in the gaps, so to speak, which makes for a lot of fun overall.
That being said, there’s truly nothing I’ve seen like Celeste before. The game takes some basic tropes and ideas from its genre, but presents it in a way that’s like a breath of fresh air. Encouraging notes are given to the player throughout the game, the music is somewhat calming and grand, and the environments are all beautiful despite being 16-bit pixel graphics. I’ve been rambling at this point, but I think you now get the picture: this is one of those rare games that will be defining for a generation of gamers, and I am happy I stuck out to the end and completing the game by what I wanted to do. I put 27 hours into a game with 24 levels for my first play-through alone without even realizing it. I got sucked into the world of Celeste, and that doesn’t happen to me in a video game as much as it used to. I could have kept the fun going by collecting all of the game’s 200 strawberries (I ended up with about 100, getting me the second best ending) but I knew my limits and goals: I wanted to finish every level in the game... and I reached that summit, proud of what I wanted to do.
There honestly is nothing much I can say about this game in a negative light. The only thing I can think of is more tutorials for the advanced movements, but otherwise... there isn’t much I can say about this game negatively. It is that good: believe the hype. I will say the best platform (in my opinion) is to get it on the Switch. I played this game in short & long bursts, putting my Switch to sleep when I needed to go back to work or when something would take me away from the mountain. The game is fabulous on any platform, but I think the portability of the Switch makes it easily the best choice to play on. 
In sum: if you are a fan of the genre, you owe it to yourself to play this game. Celeste is unique, fun, and frustrating but satisfying at the same time. The music is catchy and fun, the graphics charming and beautiful, and the gameplay is near flawless. The story is emotionally driven, and I honestly think this is one of my Top Games of 2018 easily. Be brave, approach the mountain, and get climbing.   Final Score: 10/10 
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icantplaythis-bct · 5 years
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Feel
Secrets of Game Feel and Juice | Game Maker's Toolkit (Brown, 2015) 5 mins
www.youtube.com/watch?v=216_5nu4aVQ
Play: Celeste (Classic) or Celeste ($25 ish) (Matt Makes Games, 2015, 2018) 30 mins https://mattmakesgames.itch.io/celesteclassic https://mattmakesgames.itch.io/celeste https://store.steampowered.com/app/504230/Celeste/
In what specific ways does the game Celeste manifest game-feel or “juiciness”?
Game feel is appeal
Someone’s juice is someone’s enjoyment
How does game feel make you feel good
If you don’t get feedback it doesn’t feel good
Matches expectation more than reality
Celeste was warm and inviting - addicted
Wanting the try again and again - go further
Easy to try and try again - instantly revive
Hard game but in bite-size level
Pulse and inertia when you collide
Nice animation when you land
Satisfying when you boost
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jannawindforce · 6 years
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ARDN611 - Emergence & Aesthetic
Week (3) -  Context Readings on Emergence and Depth & Aesthetic and Feel
Emergence & Depth
What is the difference between positive and negative feedback in a system? (Karlsen, page 4)
From my understanding and in my simplest of words, positive feedback is like the action. A reaction. While negative feedback is the balance or like a neutral, undisturbed state. So, it’s basically the state of balance. Tipping it over and disrupting it is a positive feedback while keeping it steady and focused is a negative feedback.
Who designs the goal(s) of a game? Is it the creator or the player? (Karlsen, page 8-9)
The game creates prompts for the player to create the goals that they set for themselves. So, it’s the player. Every player wants to succeed and conquer the game that they play or at least level up a certain stat that can be essentially very useful for them during their game. It’s the goals that make the gamers more attentive and active within the game. After they’ve finished their goal, they essentially feel bored and create a new slate and re-create another set or if not, the same goals they had previously to keep their interest.
Why do we playtest game designs? (Karlsen, page 13-14)
There are certain elements to our games that could not be calculated by code or design. There are certain things that players will do that the designers will not expect or at least would not have thought out of during the process. It’s all about the rules that they are given and the way how the players can take these rules and use it in such a complex way that we can adjust to our game.
Explain what is meant by ‘depth’ in your own words. How does a game create depth?
Depth is the ability/the freedom to create choices within the rules that the game provided. The player decides what to do with what the rules allows them to, giving them the freedom to progress.
Can you think of any games with good rule books or tutorials?
Platformers and hack and slash games have simple tutorials for me to understand, personally. They basically have a lot of basic movements and the complexity comes with it through a subtle transition as you progress through the game.
In your opinion, is elegance or engagement a more important game/play design principle?  
I personally think that it’s both. There should be a good balance of elegance and engagement in a video game. If not, just a little bit of either or depending on your plans for your game. I figured that it’ll be too much freedom which at one point will get the players bored and uninterested when they are given nothing to do. There needs to be a bit of complexity within the games for the player’s engagement but the freedom to do with a lot of choices to choose from that comes from it is a great turn over for players.
Aesthetics & Feel
In what specific ways does the game Celeste manifest game-feel or “juiciness”?
Most of it is the audio that comes with to your character moving and jumping. There’s a crisp sound that comes out from your character landing on to a platform and jumping to the next. It’s feels satisfactory and the friction and slide that comes along with it too. Not to mention how there is feedback to using your ability, there’s a certain blur that comes along with a ‘fresh’ sound from speeding through. Just the words ‘crisp’ and ‘fresh’ is what I’d describe Celeste and its game feel.
Context Reading List
Emergence (Canvas, 2013) 
Emergence, game rules and players (Karlsen, 2007)
Depth vs Complexity (Extra Credits, 2013)
Feel: The Secret Ingredient (Swink, 2007)
Secrets of Game Feel and Juice | Game Maker's Toolkit (Brown, 2015)
Celeste (Classic) or Celeste ($25 ish) (Matt Makes Games, 2015, 2018)
https://mattmakesgames.itch.io/celesteclassic https://mattmakesgames.itch.io/celeste https://store.steampowered.com/app/504230/Celeste/ 
MDA: A Formal Approach to Game Design (Hunicke, LeBlanc, Zubek, 2004)
The Opener: Sheriff of Nottingham (Shut Up and Sit Down, 2014)
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homebrew4you · 5 years
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Celeste Classic v1.0 (Game Boy Advance Game)
Celeste Classic v1.0 (Game Boy Advance Game) #celeste #celesteclassic #gba #gbadev #opensource #game #homebrew #gameboyadvance #free #rom #jeffrulz
There are news on the Game Boy Advance homebrew scene, which should not stay unmentioned. JeffRuLz sent us an e-mail to let us know about Celeste Classic. As of now it can be still considered a prototype. It’s a difficult platform game demanding precise wall jumps and air dashes. If your reflexes are limited, this might be not a game for you.
All of you interested to develop for the GBA, the…
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arguably-hoisted · 3 years
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Fact #2
Believe it or not, celeste classic released before celeste classic 2
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foscchamartin-blog · 6 years
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#fosc #concierto #celesteclassic #no #puede #faltar #el #selfie https://www.instagram.com/foschamartin/p/BvL_fbtAlim/?utm_source=ig_tumblr_share&igshid=jw773mt4ezi0
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foscchamartin-blog · 6 years
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#fosc #concierto #auditorionacional #celesteclassic https://www.instagram.com/p/BsnL_UmAkMe/?utm_source=ig_tumblr_share&igshid=1c2fd3ecmidui
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foscchamartin-blog · 6 years
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#fosc #concierto #celesteclassic https://www.instagram.com/p/BtnioVbCWuG/?utm_source=ig_tumblr_share&igshid=wz7ap15sf4cm
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foscchamartin-blog · 6 years
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#fosc #concierto #celesteclassic #jurassicpark https://www.instagram.com/p/Bspx0L6DfQw/?utm_source=ig_tumblr_share&igshid=b3381v8o90ki
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foscchamartin-blog · 6 years
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#fosc #concierto #celesteclassic #auditorionacional #celesterocks https://www.instagram.com/p/BrAVEtlDfmq/?utm_source=ig_tumblr_share&igshid=1u6vuycb46pnm
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foscchamartin-blog · 6 years
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#fosc #concierto #celesteclassic #teatroreinavictoria 27 #de #mayo #matinalesmusicales
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foscchamartin-blog · 6 years
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#fosc #celesteclassic #concierto #auditorionacional
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foscchamartin-blog · 7 years
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#fosc #celesteclassic #teatroreinavictoria #matinales #musicales
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