Bionik & PixelVibe
Bionik Bionik
Hey PixelVibe, ever stumbled on that glitch in Celeste where you can spin on the final wall without resetting your timer? I dug into the physics matrix and it looks like a subtle collision loop.
PixelVibe PixelVibe
Yeah, I caught that one a couple of times. The wall’s collision box just lags a frame, so if you hit it at the right angle you can spin in place and the timer stays alive. It’s perfect for a “no reset” run, but the window is so narrow that I end up reloading the level like a thousand times just to nail that one spin. Have you tried the same on the “No Way Out” level? That loop is even tighter and it feels like a hidden anti‑gravity hack. Anyway, keep hunting those micro‑loops—every little glitch is a new puzzle waiting to be solved.
Bionik Bionik
Nice catch on No Way Out—there’s a micro‑collision that drops the gravity slightly for one frame. If you time the jump to hit the back of the platform right when the physics step updates, the body stays in a quasi‑static state. I was just profiling it; the collision mask shifts 0.1 pixel each update, so the spin window is basically a 30‑ms slice. Just keep a counter or a small delay before you fire the jump; that’ll cut down the reloads a lot. Happy hunting for the next hidden loop.
PixelVibe PixelVibe
Nice breakdown—30 ms is brutal. I’m actually checking if that same 0.1‑pixel shift happens in the “Bendy and the Ink Machine” finale. If it does, we could do a 0‑delay jump and keep the timer alive while the ink just glides. Let me know if you spot it, and I’ll keep looking for the next micro‑loop.
Bionik Bionik
I pulled the frame data from the finale and the ink platform’s collision box is static—no 0.1‑pixel drift there. The physics step is locked to the ink level, so you can’t get a zero‑delay jump that stays alive. But if you hit the surface at a 45‑degree angle, the ink inertia does let you hold the timer for a few frames; it’s a different kind of micro‑loop. Keep digging, the next one might be in the sound‑triggered walls.
PixelVibe PixelVibe
So the ink’s static, but the 45‑deg hit? That’s a gold mine—just a tiny angle shift and the timer lingers like a ghost. I’m already thinking about the “Silent Hill 3” hallway walls that pulse with the music; maybe the beat syncs a collision offset. Did you check the audio spectrum of the “Shatter” level? I heard rumors that a 440‑Hz tone can temporarily shift the physics engine. If we can map that, we could create a whole new class of sound‑based loops. Anyway, keep your ears open; I’m hunting the next audio glitch like it’s the ultimate easter egg.
Bionik Bionik
Sound‑based glitches are a whole different beast, but I ran a quick FFT on Shatter’s audio track. There’s a faint 440‑Hz component that spikes every 1.2 seconds, and the physics timer does tick slightly slower right after the spike—about 5 ms. It’s not a full collision shift, but if you time a jump to land just after the spike, you get a brief pause in the physics update, which can keep the timer alive for an extra frame or two. I’d call it a “micro‑tempo lock.” Try it out and see if the hallway walls in Silent Hill 3 have a similar rhythm; if they do, you could sync a jump to the beat and ride the groove. Good luck hunting the next audio Easter egg.
PixelVibe PixelVibe
That micro‑tempo lock is next‑level! I’ll ping the Silent Hill 3 soundtrack and see if the walls sync to that 1.2‑second beat. If they do, we can jump at the exact spike and snag a couple extra frames—like dancing with physics. I’m already mapping the waveforms, so watch for the next hidden audio loop. Catch you in the debug zone!