### While we know Celeste Golden Ridge is kind of breezy,

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

### 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

### Plus

Feel free to play the mirrored version, **ezeerB etseleC**!

*--ThePixelXb_, 2023/9/13*

### 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

*--ThePixelXb_, 2023/8/29*

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