It's been a while since the demo, and I haven't given a proper update on what I've done yet. After finishing the demo, I took about a week of hiatus, but since then, I've been working on Blimey! multiple hours every day, and I can't wait any longer to show you what I've accomplished so far.
First and foremost, I made a new title screen! I thought of "Blimey!" as a title when I was thinking of potential names, and it was the first thing that randomly popped into my head. I tried to capture this random feeling in the title screen and with the textures you'll see later.
The new title screen in all its glory!
As you can see from the title screen, I've been collaborating with MetaHumanBoi to make some slapping music for the title and the main theme!
Another thing you can see in this title screen is the ability to save and load game files from the clipboard. I haven't seen this feature in any Celeste mods, and it's one I feel Celeste out of all games needs, considering a lot of mods are long and grueling, making a lot of them difficult to get through in one session. I'm still working on it, however, and I plan to finish it soon.
Since the demo was released, I've finished four new levels! This probably isn't as many as you'd like, and it isn't as many as I'd like either, but I've mainly been working on the code of the game. Anyways, here they are!
7/30: Tight Traverse
8/30: Devastating Drop
9/30: Careless Corridor
There's also one last level I'm not sure if I plan on using. If I do, it will probably be part of a secret route.
Potential secret level? Temporarily named The Leg Shatterer
I've also made some minor edits to previous levels, such as reordering them, adding a short second section to Icy Isolation, and revamping the berry in Echoing Emptiness.
From these screenshots, you can see I've changed up the textures quite a bit. The normal blocks are now green to reflect the silliness of this mod, and I'm using a few textures from Celeste Modern, courtesy of @starl1ght! The used textures are the dash refill, the crumbly blocks, and the memorial. I also added an outline to show where the dash refill is after you use it and to be more consistent with the full release of Celeste.
A small thing that's been bugging me in many Celeste mods (including my own previous mod) is that the balloons and strawberries float up and down, making a few tricks inconsistent. I don't like this timing thingy, and it kind of feels like RNG at times, so I've removed it. Nothing floats up and down anymore. The strawberry looks a bit lame and static without the float though, so to replace it, I've made it spin, kind of like in the full release of Celeste!
Now on to the MENU SYSTEM! I wanted to have menu options for this mod (such as enabling/disabling screen freeze and hair flash), but the default menu doesn't interact very well with custom options, so I used a template made by @PixelCod!
The main menu of the game, with mod options, time, strawberries, deaths, the ability to save, and the ability to display PICO-8's built-in menu.
The options menu of the game.
In the options menu, you'll see:
- Fast Dash: Removes the freeze frames upon dashing.
- Modern Dash: Gives the dash a trail similar to the one in the full release of Celeste. Props to owonyx on the Celeste Classic Discord server for helping me with this one!
- Hair Flash: If disabled, when the player has two dashes, their hair is pink instead of flashy. I think pink looks much better than static green and it looks more similar to the full release of Celeste.
- Speedrun Mode: This option is disabled by default and makes the timer show the player's IGT and RTA (which includes time spent in the menu).
You can also see your berry count, death count, and time at the start of every level, sort of like in Foreverred.
A lot of my time working on the levels has been spent reordering them and reordering them again due to a bug in the editor I was using. Don't get me wrong, this editor is still the best option for online map editing. However, level editing has been a lot easier since I ported the mod to Evercore, the same base Foreverred used.
In the future, I also plan to incorporate a mechanic created by my friend @praiseafrog: the thingies from Chapter 3 of Celeste's full release that turn into obstacles after you touch them. Note: He's not working on Blimey with me, he showed me the mechanic and I begged him to let me use it.
He's good at coding, not texture design.
Remember before you compare my mod to Foreverred that it had three skilled modders working on it; my mod has none. :\ This mod wouldn't be possible without the insane amount of support for an old, tiny game not many people care about. Thank you to everyone helping me on this journey, and I hope both me and everyone waiting on me can stay patient as I keep working on this mod!
Any feedback/constructive criticism is greatly appreciated!
5:11 Apr 24: SAVING AND LOADING COMPLETELY 100% WORKS I'M SO HAPPY