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vortexhelper's Introduction

CommunalHelper

Build

A collection of new mechanics for the game Celeste

Documentation available on the CommunalHelper GitHub Wiki.

If your mod depends on CommunalHelper code, please see this issue.

vortexhelper's People

Contributors

bigkahuna443 avatar catapillie avatar coloursofnoise avatar maddie480 avatar pixelator37 avatar silverdorian46 avatar viv-0 avatar

Watchers

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vortexhelper's Issues

Toggle block

The block would physically move to its node location (like a swap block) when its corresponding cassette/switch block color is active, then back when it's inactive

Arrow booster

Acts like a red booster, but with an arrow next to it that can point in any of the eight directions; whichever way the arrow is pointing will act like the direction of gravity while in the booster.

Custom colour particle effects for green/orange bumper

Request Description

A built in sprite changer is good, but with the forced green/orange particle effects can look a little strange. I suggest a way to change the colour of the particle effects in the entity setting in lonn/ahorn.

Target Date

No response

Autoscroll controller

Once the player gets a safe distance from the screen edges, and has this controller's location on the screen, the screen will center on the controller, and will start to autoscroll through its nodes at a configurable rate (in pixels per second). It should have a parameter that, if ticked, makes spikes pop out from the edges of the screen most perpendicular to the scroll direction (meaning, on the top and bottom for vertical scroll, and on the left and right for horizontal scroll) when you get near those edges; see The Tower in VVVVVV for an example of what I'm talking about

Recall crystal

When touched, the crystal will bring the nearest grabbable entity to the player's position, even through walls.

[Bug]: purple boosters from VortexHelper do not allow redirecting during freeze frames

Before You Report

  • My mods and Everest install are up to date.
  • I have recreated the bug with a minimum number of mods installed.

What platform are you playing on?

Windows 10

Bug Description

from the communal-helper server help post:

in the videos, i dash and then try to redirect during the freeze frames using viddie's toolbox frame advance. still happens with all other mods disabled, and on stable and dev builds.

Steps to Reproduce

2023-11-19_15-26-31_Replay-00 01 48 534-00 01 57 277

2023-11-19_15-24-09_Replay-00 01 46 025-00 01 54 505

Log Output

No response

Momentum reflector

An entity that would, on contact, reflect the momentum of the player (normally or in a booster) across an axis perpendicular to its facing angle. Oh and also it should be able to be angled in 360 degrees so have fun with that

Hewbert

A simple flying enemy, with a wide hurtbox underneath its bounce hitbox. It should be able to float between nodes and wobble like Bumpers, and bouncing on it should disable both its hurtbox and bounce hitbox for a few seconds. Sprites are in danger/VortexHelper/hewbert

Dash bounce block

Almost like a fusion between purple boosters, core blocks, and floaty space blocks; dashing into the block would knock it back in the direction of the dash, and it would bounce back after a brief delay, giving a decent boost. The main difference from its components is that if you're quick, you could dash into the block more times to stretch it further for an even larger boost.

Trigger blocks/spinners

Similar to trigger spikes, solid blocks/spinners that are intangible until you enter & exit their hitbox. Both could be grouped such that all adjacent blocks/spinners would appear when you trigger just one, and ideally reform tech off of trigger blocks would also be possible

Puffer bowl new behavior

This is:

  • the countdown timer that starts when the entity touches a puffer barrier, rather than it instantly exploding (unless the countdown time is zero)
  • the countdown stopping in water (which will replace the bowl shattering)
  • the new sprite arrangement (so that the fish can puff up when it's counting down to explode)

Jump swap blocks

Swap blocks that are activated by jumping. This includes grounded jumps, wall kicks, neutral jumps, and midair jumps (possible with extended variants)

Phantom/light orb

Phantom: Will float in a straight line to the player, through walls, when they enter a configurable radius around it; when they leave the radius, it will go back to where it was placed. Sprites are in danger/VortexHelper/phantom
Light orb: grabbable entity; emits more light than the player when idle, and slightly more than that when they're carrying it; when it's thrown and hits a solid, it'll create an extra big field of light that shrinks and goes away after a few seconds; this temporary light field can kill Phantoms. Sprites are in objects/VortexHelper/lightOrb

Cannon box

A carryable that floats on its own and periodically fires cannonballs, until grabbed; when held, the dash button can be pressed to fire cannonballs, and after it's grabbed, it'll behave like any old carryable when thrown; when facing forward or diagonally, the opening will face the same direction as the player. The cannonballs can be bounced on, break dash blocks, hit dash switches/color switches, anger Kevin, and subdue Seekers; however, any of these things will destroy it, in addition to hitting a solid wall or a Seeker Barrier. Sprites are in danger/VortexHelper/cannonBox

Barrier crystal

When touched, it'll trap the player in crystal prison, making them invincible (except to pits, crushing, and rising/sandwich lava) but unable to move until they dash out of it; it'll also give at least one dash when touched, to avoid softlocking the player because they can't dash out of it. We might want another "barrier" entity that will break the crystal automatically, for dashless maps. Sprites are in objects/VortexHelper/barrierCrystal

Add custom sprite support to entities

Currently, you CAN make custom xml files for the modded entities, but there's no way to reference them in the map metadata. We may as well add the ability to freely choose sprite paths, just in case

Rocket drill

Yet another carryable; this one will be able to break dash blocks and subdue seekers (at least from the front) while the player is holding it, and will have to be able to match the player's facing direction, like the cannon box. When thrown, it'll fly in a straight horizontal line, breaking any dash blocks in its path, until it hits a solid wall, at which point it'll stick in the wall until re-grabbed. The drill can be used as a platform in any of these states. If it hits a Seeker Barrier, it won't stick in it, and will instead bounce off and fall down. Sprites haven't been drawn yet

Falling dash block

Exactly what the name implies: a dash block that falls when you grab/stand on it. in addition to the Can Dash and Climb Fall properties that its components have, it would have additional properties like Dash Fall (dashing causes the block to fall instead of breaking it) and Break On Ground (the block breaks on impact with the ground).

Add Ahorn tooltips

So far this has been done for: custom switch gates, floor boosters, color switches, purple/lavender boosters, pufferfish bowls. Everything else needs tooltips written still

Shovel Knight Axolongl

A snaking solid that has two different behaviors:

  • behavior 1 (pink): will stay in one spot until dash attacked, at which point it'll move a few tiles along a set track before returning; it can be dash attacked again during this to move it further along the track
  • behavior 2 (blue): constantly moving along its set track, somewhat like Core fireballs; dash attacking one will briefly stop the entire track

Tough dash block

A dash block with a configurable number of hit points; a player dash attack would subtract 1 hp, while a Kevin impact or puffer explosion would subtract 3. Sprites have yet to be added to the repo

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