A collection of new mechanics for the game Celeste
Documentation available on the CommunalHelper GitHub Wiki.
A collection of new mechanics from pixelator, for the game Celeste.
Home Page: https://gamebanana.com/mods/53759
License: MIT License
A collection of new mechanics for the game Celeste
Documentation available on the CommunalHelper GitHub Wiki.
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
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.
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.
No response
If you die from a badeline laser while in a purple booster, the game crashes.
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
When touched, the crystal will bring the nearest grabbable entity to the player's position, even through walls.
I don't care if entity movement is hardcoded, cavern helper has an ice floor that works with its crystal bombs so we need to be able to compete
This should explain itself. The first two were my own findings, and the third was a suggestion by someone else
Windows 10
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.
No response
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
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
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.
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
This is:
Similar to the cassette block equivalents from communal helper and such
Swap blocks that are activated by jumping. This includes grounded jumps, wall kicks, neutral jumps, and midair jumps (possible with extended variants)
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
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
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
This is most noticeable with platforms that break and then respawn, like Move Blocks, Icy Core Blocks, and Bubble Wrap Blocks from this mod.
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
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
The title should explain this one. Also, the puffer bowl explosion does not affect Zip Movers, but I'm sure that's known
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).
The bubbles would move between nodes similarly to Core fire/iceballs
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
Swap blocks that only activate if you dash in one of up to four different configurable directions. Plain and simple
I should have posted a video of the issue in Discord DMs, as this is the best way I can describe it
A snaking solid that has two different behaviors:
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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