CCOSS
Celeste
CCOSS | Celeste | |
---|---|---|
1 | 49 | |
387 | 3,100 | |
0.5% | - | |
0.0 | 0.0 | |
4 months ago | over 1 year ago | |
C++ | C# | |
GNU Affero General Public License v3.0 | MIT License |
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CCOSS
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Games on GitHub – A list of popular/awesome video games hosted on GitHub
[1]: https://github.com/DataRealms/CCOSS
Celeste
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Pico 8 in other software
Aha, found it! They opened sourced the C# version https://github.com/NoelFB/Celeste/tree/master/Source/PICO-8
- NoelFB/Celeste some source code for Celeste [C#, Not-Godot]
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Gamedev from Scratch 1: Scaffolding
forget TDD when you make a game, you want fast iteration time at all cost, gameplay is king, if you can't nail it fast enough, you'll make a bad game that is not fun
it's all about the feeling
Celeste's player class: https://github.com/NoelFB/Celeste/blob/master/Source/Player/...
https://store.steampowered.com/app/504230/Celeste/
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Just trying to recreate Madeline's sprite in Aseprite, does anyone know how to improve it? :)
check this out! both the readme and maddy's article that's linked towards the bottom, as well as the player.cs source code that is included. might be some decent resources
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I am lost with all these coding principles and patterns
Keep in mind, the Celeste player controller is one single file of 5400+ lines of code.
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Godot 4 editor stuttering with midly long scripts, why?
So Celeste devs are shit at planning and have very poor code https://github.com/NoelFB/Celeste/blob/master/Source/Player/Player.cs
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Awesome platformers/metroidvanias with published source code?
Celeste's source code is available in github :D https://github.com/NoelFB/Celeste It's a LOT of code, but some stuff in there helped me out creating momentum mechanics for a project recently.
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I'm not making any progress because I'm too focused to think of the best way to approach things
Look at Celeste's Player.cs. Incredible games can (and often do) ship with messy code. Also read the readme where they discuss how they both agree and disagrees with criticism their massive file's received (look up the thread in this sub for a lot of it).
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In games such as Celeste, Super Meat Boy, Hollow Knight, etc, is the character's horizontal acceleration constant, exponential, or logarithmic?
They dropped the controller script for Celeste. 5400 lines of tuning and refining to get everything right. https://github.com/NoelFB/Celeste
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How did Sonic Adventure interpret input when running on walls/ceilings?
There's actually a README now, that does say it's probably messier than it should be and includes more cutscene logic than it should.
What are some alternatives?
awesome-frontend-games - This is a curated list dedicated to games developed using web technologies
Unity-2D-Platformer-Controller - A customizable 2D platformer motor that handles mechanics such as double jumps, wall jumps, and corner grabs. Includes a player controlled prefab that can be dropped into any scene for immediate support.
VVVVVV - The source code to VVVVVV! http://thelettervsixtim.es/
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
2d-platformer-controller - Simple implementation of a 2D platformer character controller using raycasts for smooth and precise input and movement
Godot - Godot Engine – Multi-platform 2D and 3D game engine
godex - Godex is a Godot Engine ECS library.
games - :video_game: A list of popular/awesome video games, add-ons, maps, etc. hosted on GitHub. Any genre. Any platform. Any engine.
specs - Specs - Parallel ECS
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
abrash-black-book - Markdown source for Michael Abrash's Graphics Programming Black Book