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) |