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 |

