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Cart #olympus-9 | 2022-04-14 | Code ▽ | Embed ▽ | No License
18

Because of a serious bug, and for speedrunning reasons, below is an earlier version of the game that had hyper dashing, allowing for some crazy speedruns.

Cart #olympus-7 | 2022-04-14 | Code ▽ | Embed ▽ | No License
18

This isn't a celeste mod! (even if it would have been easier to make a celeste mod...)
I programmed and made everything my self, which explains why this is pretty much an inferior version of celeste.
Anyway, there is a super super secret Blueberry. A little hint: A ledge with no spikes, up through an invisible gap.

And to address the (often annoying) auto-wall slide, it really helps a lot of people play the game, so I decided it was worth allowing more people to play in exchange for some annoyance. I've realized since that auto wall slide should only work when your velocity is heading down, but its really hard to implement it in my spaghetti code

P#110065 2022-04-11 18:41 ( Edited 2022-04-25 23:50)

This game is great. The movement feels better than the movement in original celeste in my opinion. The wall sliding feels a little bit odd, but I think that's because clinging to walls immediately cancels any vertical momentum.
I haven't finished the game yet but it is awesome so far.

P#110066 2022-04-11 19:00
1

Me: Mom, can we have Celeste?
Mom: No, We have Celeste at home.

Celeste at home:

P#110068 2022-04-11 19:02
P#110071 2022-04-11 19:05

@LazerLazer22 Thanks! While "better" is subjective, I think the main reason for the movement it feeling better is because its faster. Celeste Classic does feel floaty and somewhat slow at times. However, this benefit makes levels way shorter. I take up 3/4 of the map space as Celeste Classic, but the game takes 1/5 the time to finish. Regarding the wall slide: I knew it was annoying, but from previous experience I know that people can struggle to do wall jumps properly, especially if they aren't used to it. I felt that allowing more people to play the game without losing movement options, at the cost of some annoyance, was worth it. However, I suppose that reducing the friction on the wall might be a good idea. I might implement that sometime.

P#110073 2022-04-11 20:12 ( Edited 2022-10-07 17:43)

Surprisingly cool! The movement has interesting depth to it.

My best time (with the help of some movement glitches):

P#110077 2022-04-11 22:52

Wait, what!?! @RubyRed how did you do that? Did you clip into stuff? I had some problems with the collisions early on in making the game (and it still doesn't work in tiny holes). I'm not sure why I had such a hard time with this, as I've done it before for other games, and its worked fine...
(I did implement hyper dashing, but its not that useful in this game)

P#110079 2022-04-12 00:00 ( Edited 2022-04-12 00:02)

Oh, so hyper dashing into a corner makes you clip into a wall. I think I'm going to remove hyper dashing, but I'm not sure how this helps get really fast times. Clipping into walls just makes you really slow and makes it hard to get around.

P#110080 2022-04-12 00:06 ( Edited 2022-04-12 00:11)

I think I get how you did it, partially. I think I'm going to make a new version, but keep this as an alternate option, because this strategy is cool.
Edit: I started writing this before the comment above was posted, so I didn't see it.

P#110083 2022-04-12 00:16 ( Edited 2022-04-12 00:17)

So I put two versions, one with the the bug and the crazy speedruns, and one without the collision bug.

P#110087 2022-04-12 00:43

nice! I like the game a lot, my only real criticism is the wall sliding and max fall speed. I tweaked both slightly, switching max fall speed to 4 from 7, and made wall sliding only work downwards and when left/right is being pressed. here is the cart if you want to check it out, but please don't feel obligated to push these to your game, it's great as is!

P#110154 2022-04-12 21:13

Thank you! I don't think I'll implement those features because the weird wall sliding, while incredibly annoying at times, it is really helpful to a lot of people, and myself at times, so they don't have to hold a direction to wall slide. The max fall speed makes a lot of sense though, and I might add it sometime, though as someone who played this game a lot while playtesting, it feels weird to me.

P#110163 2022-04-12 22:47

My personal best time
I think its a record

P#110219 2022-04-14 00:35

Uhhhhhh...... I didn't realize that the integer limit was that low.... Did you wait for a long time before finishing the game?
Edit: Wait, you found the Blueberry! I think you're the first. : )

P#110220 2022-04-14 00:37 ( Edited 2022-04-14 00:38)

I think I only took 20 to 30 minutes, which should be nowhere near any kind of overflow. If there was some other glitch I uncovered, I don't know what it is.

P#110222 2022-04-14 00:41

Did you get a negative time too? Hmm, I'll have to figure out whats wrong with this timer, as I don't think that you reached the integer limit.

P#110223 2022-04-14 00:43 ( Edited 2022-04-14 00:51)

I believe I fixed the issue, fingers crossed. I'm leaving the game running for 30 minutes to check.

P#110226 2022-04-14 01:27

I can confirm that my fix works! No more negative times! =)

P#110230 2022-04-14 03:24

Nice celeste-like! Quite short, but that's okay.

As you probably know, the walls are very clingy. The max fall speed is also really fast, and it might be why the spikes feel like they have a large vertical hitbox...

And the blueberries aren't blue.

You can't have blueberries without blue.

Then they're just berries. /lh

The sparkles and the signs ('specially the first two-- did people, like, hyperdash into the stairs? lol) are very nice.

BLUE. BERRIES.

P#110259 2022-04-14 19:10 ( Edited 2022-04-14 19:10)

@aKidCalledAris Thanks! Though most of them are normal berries, there is only one super secret blue berry.

The movement being faster than in Celeste and there being some empty tutorial spaces are the main reasons the game is short, as there are at least 3/4 the number of screens.

I decided to make the walls clingy to make it easier to wall jump, as a lot of people have trouble with that. The spikes have bout half a tile of hitbox, though yeah, the max fall speed does make it feel taller. It just feels weird to me after play testing with a higher max fall speed.

Yes, people did hyperdash into the stairs, and the invisible wall on the right that prevents you from going outside of the level.

This game had, and probably still has, a lot of bugs...

Edit: Blueberries aren't actually blue at first in real life. Most blueberries are purple when on the plant.

P#110263 2022-04-14 22:25 ( Edited 2022-04-14 22:26)

Great mod! I have a few suggestions however, I also feel the wall slide clings a bit too much. For example if standing at the base corner of a wall if you hold up, jump, and dash it will jump, then cling on the wall and eat your dash. IDK how it was intended but it seems like you should need to be holding the direction twards the wall to slide. Other than that the wall jumps feel fine to me.
Edit:

You can also clip through the corner here for some reason, IDK if its intended. It is the Land of Testing after all ¯_(ツ)_/¯

Also right here the wall keeps grabbing you without pressing anything

P#110399 2022-04-18 12:25 ( Edited 2022-04-18 13:24)

@Raptite Thanks! Though, this isn't a mod, I made it from scratch.

I'm not sure about the clipping, but as you said, it is the Land of Testing.

As I addressed previously, I found that generous wall sliding, even if super annoying at times, helps a lot of people play the game, so I decided to leave it in.

P#110527 2022-04-19 22:59

Can you remove the Auto Wall-slide?

P#110765 2022-04-24 00:38

@sxqvop A lot of people have asked about that, so I'll put it in the description of the game. If you want a version without it, @probablypablito made one here, but you need to own PICO-8 to run it.

P#110857 2022-04-25 23:46

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