Compressed Jelpi
For modders' sake, I have compressed the Jelpi demo using Shrinko8 (https://www.lexaloffle.com/bbs/?tid=48591), and the result of the compression is this:
There isn't anything different visually or auditorily (I hope), but the code is compressed ~1000 tokens (I think). Hope this helps, in some way.
Also, all credits to Zep, Jelpi was all made by Zep.
Okay I installed a demos folder I went into a game by loading the game from SPLORE, and then exiting back to SPLORE.
Then, exiting SPLORE. Then I got into the editor. Am I missing steps because I still try to export the game to html and js but the problem is that I can't find it on my computer still.
I just need a step-by-step instructions somehow or I'm missing something.




Quick loader for picowesome v1.5. Place games in carts/picowesome/[genre]/name.p8.png. The square brackets around the genre directory are necessary.
The previous version was working with an older pico-8 version's limitation with the ls system command. At that time, the ls called from a cart could only look at the root directory. This was changed in v0.2.5 I believe.
Cart must be saved local in your carts directory to work.
Download picowesome 1.5 for here:
https://www.reddit.com/r/Roms/comments/1c2wcdg/picowesome_v15_apr122024/
Download picopi here:
https://github.com/keints/picopi/
DISCLAIMER: This mod REQUIRES Celeste Tech
This is Celestial. It is a fun(?), challenging mod that requires immense knowledge of tech(in which you can learn here). I hope that you don't give up! Also in the menu there is a practice mod option to get better at a level (if you dash left on the first level). Enjoy! :)
Everything but "thou shalt not wj" is verified
This mod includes:
- New levels
- Harder map
- New balloons
- Barrier blocks?
if on_ground = true
????????????
CREDITS:
- A human human (code+Berries)
- Me (mapped + verified(?))
- Helper (?)
- Evercore


I'm a bit of a beginner in Pico 8 programming and I wanted to know how to implement a gravity system that doesn't activate the collision function.
(I saw some tutorials on YouTube and I think I will have to change a large part of my code)
Could anyone tell me how to fix this? (ps: typos due to Google Translate)
player code (related only to movement):
[hidden]
--ben 10 ben = { x = 4*8, y = 9*8, hp= 3, spd= 1, dx=0, dy=0, timer=1, oframe=80, sframe=80, eframe=83, atimer=4, d=false, form=0, head=96, } local benwx=1 local benwy=2 local omini=0 gravity=1 --ben sprite function _draw_ben() spr(ben.head,ben.x,ben.y-8,1,1,ben.d) spr(ben.sframe,ben.x,ben.y,1,1,ben.d) end function benupdate() lx=ben.x ly=ben.y ben.dy=gravity --gravity check?? if mget(nil,ben.y+7/8)~=2 then ben.y+=ben.dy end --walk buttons if (btn(0)) then ben.x-=ben.spd _animate() ben.d=true end if (btn(1)) then ben.x+=ben.spd _animate() ben.d=false end if collide() then ben.x=lx ben.y=ly end --trasform button if (btnp(3)) then omini+=1 ben.form=1 _transform() if ben.head~=96 and omini==2 then _untrans() omini=0 end end end --collision function collide() local benwx=ben.x/8 local benwx2=(ben.x+7)/8 local benwy=ben.y/8 local benwy2=(ben.y+7)/8 if fget(mget(benwx,benwy),1) or fget(mget(benwx2,benwy2),1) then return true else return false end end |


IMPORTANT CONTROLS:
Target Practice - use the shift key to shoot
Golden Orb of Death - you can retry the level in the pause menu
This project is the result of a "mod jam" where members of the celeste classic community got to make one level with whatever short mechanics or designs they pleased, without any restraints or communication between members. We ended up having 12 people involved, which is incredible for how quickly everything was put together, and I think the finished project is really interesting. Credits for this mod are fairly straightforward despite the large number of contributors; everybody did their level, veitamura did the music, I set things up and compiled the levels, and for some reason nim made the balloon in sheebeehs's level. Thanks again to everybody who helped make this possible, and I hope you enjoy our game!


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CCKEY (Inject below)
I saw some talking about what control style is better, so i created this. The end to all controls.
KeyRnd inject
If youd like to use this in other cartridges, here is the code. simply add this to a new code tab,
and change the inputs if you have other vars for those. Thanks for using this thing!
--[[keyrnd by antibrain]] --[[do not eat]] --possible keys. dont change unless you have to. possible={}foreach(split([[ abcdefghijklmnoqrstuvqxyz`\-=[];',./ ]],""),function(t)if t!=" " and t!="" then add(possible,t)end end)poke(0x5f2d,1) --write input vars here, seperated by a space. [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=148514#p) |
Start
after you satrt the game you can enjoy the game
It took about 2 years to make this game.
Controls:
-
x to use the ultra dash
-
c to sprint
-
use the arrow-keys to move left and right
- after finishing the first boss you get to use the new ability: walljump
About
this game contains alot of content...
- 8 Bosses
- 16 mini-bosses
- 8 uniqe worlds
- Over 242 abilits
- A Inventory
- 46 brand new never-befor seen enemies
- Smooth 120 fps
- Ultra 4k Nasa resolution
- Over 1.56 Quantillion polygons rendered every frame
- A in-build Calculator
- 6 other games
- A cd-player
- not 128-128 resulution

Hello! (Again...) I am working on a 2D platformer, based off of the Nerdy Teachers tutorial. In my previous post, I asked for assistance coding enemies, and you guys really helped! (Thank you jasondelaat!)
I have since ran into more problems. I'm wondering how I could implement multiple enemies, as my code now only has one frog enemy that can be moved around; Is there a way that I can have multiple frogs that piggy-back off of the same code? Or is the only way is to have separate tabs of code for each individual enemy? I'd love to hear your guy's solutions to this problem! Feel free to look under the hood and check out the code for yourself!
Another problem I have encountered is the "run button" as of now, it just increases the speed of the character (shown by the counter above the player) I would like to implement a system similar to most platformers, where the longer you hold down the run button while moving, the faster you go, with a max speed cap. I tried to attempt this earlier, but it was buggy, and you could build up speed by standing still and holding the button. I'm sure you guys can come up with better code than me.


I used pal() to make a rough cut paint software inspired by the color palette of the gameboy.
Feel free to use the palette for any of your gameboy-inspired projects!
Now with that said, the controls are as follows:
Z = Switch between gameboy and black and white modes
X = Clear screen
Up = Lightest
Right = Light Grey/Gray
Left = Dark Gray/Grey
Down = Dark/background
so help me if I see someone use this to draw the every generation 1 pokemon or something like that...