The main map for my super meat boy demake
Use arrow keys to navigate
Z or X to select a chapter
(there is only currently forest light and dark)
original post: https://www.lexaloffle.com/bbs/?tid=42090
This is a demo of a demake of Super Meat Boy
16 levels
1 remix of a song from the original soundtrack
all made by me
hope you enjoy
(there will be more as well as newer versions)
if you find any bugs please tell me and i will do my best to fix them
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[16x16] |
Left and right arrow keys to move
Z to jump
arrow key and Z on a wall to wall jump
Changelog:
0.1
Initial release
0.1.2
-saws have smaller hitboxes
-fixed Meat Boy's hitbox when colliding with a wall
0.1.4
-fixed some wall and floor collisions
-gave animations to bandage girl and meat boy
0.1.5
--gave the sawblades animations (thank you dylan for the tutorial on animated map tiles https://www.youtube.com/watch?v=MkXeXYPF2pw)
0.1.6
--there is a chapter select now: https://www.lexaloffle.com/bbs/?tid=42345
--made dark world (new music coming soon)
0.1.7
--fixed bug with top right collision
So, this cart generates a random pop art picture from pico-8's 32 colors and 4 preset pictures.
This cart's data is really messy, so only use it if you have a lot of spare tokens in your cart.
Re-run the cart whenever you want a new picture.
So you know how half of the sprite sheet is shared with the map? Because of that, usually I use the half for the map, one spritesheet tab for sprites, and one tab for map tiles. Well, I just figured out that in doing so I dont use 1/4th of the tile data. This program I made uses the 1/4th tile data to flip the map tile. I will be making a tool to use this easily soon.
Code to import:
function _map(x,y,sx,sy,celw,celh,layer) local x=x local y=y local celw=celw local celh=celh local layer=layer --not used yet if x==nil then x=0 end if y==nil then y=0 end local sx=x local sy=y if celw==nil then celw=16 end if celh==nil then celh=16 end for i=0,celw*celh do tile=mget(x,y) if tile<64 then --first tab flipx=false flipy=false tile+=64 elseif tile>63 and tile<128 then --second tab flipx=true flipy=false elseif tile>127 and tile<192 then --third tab flipx=false flipy=true tile-=64 else --fourth tab flipx=true flipy=true tile-=128 end spr(tile,x*8,y*8,1,1,flipx,flipy) x+=1 if x==sx+16 then x=0 y+=1 end end end |
The code uses the 2nd spritesheet tab for the tiles.
Call _map() whenever you want to use the function in your game.
Remix of Noel Berry and Matt Thorson's Celeste: https://www.lexaloffle.com/bbs/?tid=2145&pid=11722
You can't jump
Your legs are broken, and you are tasked to climb a mountain. All you can do is dash through the air and jump off of walls. Can you reach the summit?
I'm trying to create a game where there are multiple enemies on the screen at once, but I can't find an easy way to store the enemys' position other than to create a million variables. Is there any way to avoid this?