Vingals!
Vingals is a mod of Fingals by Kamera (a mod of Celeste 2 by EXOK Games) that replaces Elaina's Spelunking Hook with a vertical one.
This mod is quite difficult and I highly recommend you play Fingals if you haven't already: https://www.lexaloffle.com/bbs/?tid=43065
Changes (not including those made in Fingals):
- Grappling hook only works vertically
- You can only pick up an item if you are in the air
- Crumble blocks will break when you push against them
- Grapple cooldown lowered from 6 to 5
- A few checkpoints added to make pogoing sections slightly more bearable o_O
- Title screen???
All credit for the original game goes to Noel, Maddy, and Lena https://mattmakesgames.itch.io/celeste-classic-2






Here's another alternate palette cart, although this one is a bit more optimized and easy to put in a game with just ONE function!
Function if anybody wants to copy it:
Basically how it works:

As you can see from the gif, there is a menu-item that will change the palette from the regular PICO-8 palette to the alternate one.
That's pretty much it, just a little base for any games taking advantage of this
Also, if you want to learn more about these alternate colors, Lazy Devs has a much more in-depth **



Hi! I'm in the middle of trying to make a 2-D platformer as my first game, and I've been wondering how I would do something like this.
I want the player to spawn on a specific map tile with a specific flag. I don't want to have to jot down the specific tile to record for each spawn location, but if it is what I need to do then so be it. Any help at all would be appreciated!

Note: NOT MY GAME, this is a mod of skulldude that adds color. check out the original here https://www.lexaloffle.com/bbs/?pid=45622#p



Nostalgia is a mod of Celeste Classic created by KikooDX and Massena.
We decided to focus on player experience and narrative level design to create a new experience.
Special thanks to the original creators of Celeste Classic Maddy Thorson and Noel Berry, and to Meep for creating Smalleste.
Update 2021-8-3: improve atmosphere and game lisibility by changing decor color according to current zone.










I am going to work on this. Later I will remake this with actual line intersection code for raycast hits and vector objects. For now this is just a little 1D raymarching program that is a bit sluggish and uses the map for checking ray hits.
But this is what it would look like living in a 2D universe. You would see a 1D image. I will later remake this, probably in Godot engine, as a high resolution stereoscopic 2D VR adventure game.

Hi,
Currently ctrl+Tab switches to right tab, and ctrl+shift+Tab to left tab. There's no way to switch between recently used tabs, which would be very useful on projects over 2 or 3 tabs. For now the only way to achieve this is to continuously grab the mouse, which is quite annoying. I suggest that:
- that current behaviour is moved to ctrl+PageUp & ctrl+PageDown to go respectively to left & right tab;
- ctrl+Tab now switches to previously used tab. In fact it should behave like ctrl+Tab in VScode and NetBeans or like alt+Tab in Windows. Ctrl+Tab brings a small window with a list of tabs sorted by history: the top one is the current tab, the one under is the last used tab and is the one selected, the next one is the next that was used, and so on. That list shows as long as ctrl is pressed. A new press on Tab goes down to select the next label; shift+Tab goes up. As soon as the ctrl key is unpressed, the list closes and editor switches to selected tab.
As a bonus, or maybe an easier replacement for a way to switch between recently used tabs: being able to rearrange tabs by drag & dropping then.
Hi,
Alt+up & down allows to go to previous & next function, which is very useful, but sometimes functions are very long, or you have large tables that go lines and lines and you wish there was a way to browse them as easily. I suggest alt+Up & Down also stop on lines containing a comment that starts with exclamation mark (or any other character but this one is simple and makes sense imo) like this:
function _init() myHugeWeaponTable={ ... --!1=default weapon ... --!2=laser .. --!3=rocket } end function thatBigOne() ... --!important ... camera()--!also stops here ... end |
This is the most minor thing ever, but the manual currently says under stat x
20..23 Note number (0..31) on channel 0..3 |
...but if the LEN of the SFX or LOOP endpoint of the SFX is greater than 32 and the SFX plays that long, then stat(20..23) will display numbers greater than 32 just fine.
I don't know if this is worth fixing, but something like "(normally 0..31)" would be technically accurate and still probably convey the desired information.