Work in Progress

Celeste

11

McPepic 2023-01-30 22:57 (Edited)

Update 1: Modified collision, fixed state-switching & added a state, added walk animation
Update 2:
* Added dashing & made hair turn blue
* Added climbing (no animation yet)
* Modified room for more space while testing
* Dash will default to facing direction when direction not specified
* Up button can be used to jump in addition to A button

Platform.nx | Open in app
2023-02-05 00:15
Platform.nx | Open in app
2023-02-02 18:26
Platform.nx | Open in app
2023-01-30 22:57

was8bit 2023-01-30 23:33 (Edited)

Looks great :) plays great too :)


G-9 2023-02-04 13:11 (Edited)

that sprite is amazing
edit: ohh it's THAT game
i loved the homebrew port to the gameboy advance, really cool game


SP4CEBAR 2023-02-05 13:53

Cool!

Bug: hair remains blue when climbing


McPepic 2023-02-05 14:14

@SP4CEBAR The hair turns blue to tell you that you’ve used your dash. Dashes only reset on the ground, so this is intentional.


SP4CEBAR 2023-02-05 15:23

Oh, I get it


Dan 2023-02-05 17:59

Blue Hair ...

That game ???

I do not get it !

Celestino ???


G-9 2023-02-05 18:49

it's called celeste 💀💀💀


TheSailor 2023-02-11 08:51

Already loving the gameplay feeling. I'm still getting my head around platformers but I have been reading through the forum and have learners a lot from Was8bit's posts. That bug where you have to fall at 1 pixel per scan really does make it hard to give it a snappy gravity fall though.


McPepic 2023-02-11 16:04

@TheSailor
To deal with the limit of 1 pixel per frame, I implemented the collision system such that the program will snap the player to the ground before they collide with it.

By taking the current position and the velocity (pixels per frame), you can calculate the player's target position. I implemented the collision system such that it loops through each coordinate between the current and target positions.

If there is a wall in the way, I just take the position where the collision was detected and subtract the player's current position. This becomes the new velocity and the player will snap to the ground.


TheSailor 2023-02-11 16:53

That's an interesting workaround!


McPepic 2023-02-11 18:13

@TheSailor
Yeah, it works pretty well. The thing is it starts running slow when you move really fast. To solve this, I'd either have to limit the speed or make it check every eight pixels because it's tile-based anyways.


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