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thePixelXb_

While we know Celeste Golden Ridge is kind of breezy,

what if there're also some breezes in the WHOLE Celeste Mountain?

Cart #celeste_breezy-3 | 2023-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Controls

⬅️➡️: move
⬇️: crouch (prevent from blowing away!!)
🅾️: jump
❎ + Arrows: dash

Features

  • Apply slightly mild breezes!!!
  • Adjusted map layout
  • A few tricky berries
  • Tabbed codes

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!

Warm Tips

  • No speedrun tech required - just relax!
  • Some berries need take an alternative way to get.
  • ⬇️ (Crouching) is your best friend :)
  • Also, remember to dash downwards in case!

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4 comments



Cart #particles_xb-1 | 2023-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

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


Cart #particles_xb-0 | 2023-08-26 | Code ▽ | Embed ▽ | No License
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2 comments



Credits:
Jelpi (shape) from @zep

and

A bunch of Pico-8 Glyphs

*Note: while it explains to say 6:1-ish or so, obviously it hardly fits on most devices depending on your screen size.

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1 comment



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.

Cart #acc_movement_xb-0 | 2023-08-18 | Code ▽ | Embed ▽ | No License
2

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_

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2 comments



Cart #walksims_xb_0-4 | 2023-08-17 | Code ▽ | Embed ▽ | No License
1

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


Cart #walksims_xb_0-1 | 2023-08-16 | Code ▽ | Embed ▽ | No License
1

Act as Jimmy the slime and explore (a bit) in the 128x128 box world!

Controls

Arrows: move
Z or 🅾️: change tab

Changes

  • Better collision system
  • An upper tab
  • A (crappy) background
  • Simple player animation
  • Basic sound effects

Notes

After researching deeper into pico-8(and learning from related posts), Walksims has updated to v0.1.

Welcome for your feedbacks and suggestions!

-thePixelXb_

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