BBCode is the text-based type formatting engine in the BBS, name as seen in the Profile settings.
Whereas the Formatting Help menu have referred some of the contents, still some more things are not mentioned. This thread is an unofficial collection of the BBCode, and it will keep on extending indefinitely. Anyone is welcome to add!
Contents
- Escape Letters
- Horizontal Lines
- Text Types(WIP)
- Extended Headings(WIP)
- Lists(WIP)
- Tables(WIP)
- SFX Snippets(WIP)
Escape Letters
Almost all the codes have to use escape letters to explain literal special characters without messing the output. BBCode uses \ for simple escape:
| Code | Text | |||
| *italics* |
Backslash escape will be omitted when explained in a code snippet:
`\[hidden\]` |

While we know Celeste Golden Ridge is kind of breezy,
what if there are also some breezes in the whole Celeste Mountain?
Controls
⬅️➡️ Move
⬇️ Crouch
🅾️ / [Z] or [C] Jump
❎ / [X] Dash
Features
- Mild breezes blown left to right
- Crouch being kinda useful
- Adjusted map layout
- A few tricky berries
Description
Celeste Breeze is the first Celeste mod I've made, within 1.5 hour's time in total.
Feel free climbing away!
And, beware of the wind!
Extra Tips
- ❎ (Dash) with directional keys holding can dash upwards or diagonally. Necessary for most of the levels.

Controls
❎ hold to release particles
🅾️ toggle/untoggle auto-release
⬅️➡️ toggle particle types
⬆️⬇️ enable/disable full view mode
Descriptions
A small yet splendid particle generator based on NerdyTeachers' spawn system.
Feature:
- multiple sets of changeable colors
- multiple drawing types: circle, line, string, sprites
- responsive HUD
- gently-commented codes for read assistance
The cart is modable within easy read.
Feel free to have a shot, explore the cart a bit, post some suggestions, and make your own mod on your own splendid particles!
History
v0.2.0

Recently I am learning how to combine my collision system with advanced movement into my top-down "walking simulator" cart, when I often found my character "stuck" on the walls.
Note: only applied advanced movement in X axis, while you can go through walls in Y direction in case of stuck.
Collision codes:
function collid(x,y,con) local x1,x2,y1,y2=0,0,0,0 local cflag=0 if con==⬅️ then x1,x2,y1,y2=x,x-1,y,y+7 end if con==➡️ then x1,x2,y1,y2=x+7,x+8,y,y+7 end if con==⬆️ then x1,x2,y1,y2=x,x+7,y,y-1 end if con==⬇️ then x1,x2,y1,y2=x,x+7,y+7,y+8 end if fm(x1,y1,1) or fm(x2,y1,1) or fm(x1,y2,1) or fm(x2,y2,1) then cflag=1 end return cflag end |
function fm(x,y,flag) return fget(mget(z\8,y\8),flag) --assuming solid flag = 1 end |
X-axis movement codes:
function upd_pmove() p.x,p.y=mid(0,p.x,120),mid(0,p.y,120) --x:acc movement if collid(p.x,p.y,➡️)+collid(p.x,p.y,⬅️)==0 then if btn(➡️) then p.dx+=p.acc end if btn(⬅️) then p.dx-=p.acc end else p.dx=-p.dx end p.x+=p.dx p.dx*=friction p.dx=mid(p.dx,p.max_dx,-p.max_dx) ... end |
So, have you got any more adaptative collision to cope with that sticky situation? Or is there any improvement for the movement system? Post here if any!
-ThePixelXb_

Act as Jimmy the slime and get to the finish line in the fence maze!
How fast can you get?
Controls
Arrows: move
Z or 🅾️: change tab
X or ❎: restart in game (upon win)
Changes
- Camera and a larger map
- Fences!
- Winning
- A Minute-Second time system
- Upper tab hides when Jimmy is at the top row
Expected Updates
- Apply acceleration in movement system
- Dashing
- Randomized layout(?)
- Animated background
-thePixelXb_,2023/8/17
History
2023/8/16 v0.1






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