Celeste
godex
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Celeste | godex | |
---|---|---|
49 | 38 | |
3,100 | 1,118 | |
- | 2.6% | |
0.0 | 3.6 | |
over 1 year ago | 7 months ago | |
C# | C++ | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
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.
godex
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Unity's Self-Combustion Engine
I wonder if Godex[0] could be a fit for you. ECS based Godot, based on 3.x which has much more broad WebGL support.
[0] https://github.com/GodotECS/godex
- Switching from Unity to Godot 4, but having second thoughts
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How to implement ECS based physics
There is usually a few steps how to deal with performance issues before reaching the conclusion "I need ECS", but if you need it then try https://github.com/GodotECS/godex
- Correct architecture in Godot
- Miscellaneous Questions Regarding 3D from a Prospective User (maximum nodes, 3D vs Unity, etc)
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Unity style coding in Godot
You might want to check out Godex. It is a Godot extension that introduces an entity/component system. It is not mature yet, but it is under development and seems promising. https://github.com/GodotECS/godex
- Hopefully with all the Unity refugees joining us this becomes way less of an issue
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People coming from Unity/Other engines, what do you miss the most?
However, the great thing about godot, is if you want a feature, like ECS, for example just add it yourself.
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Coming from Unity? What can we do to help? What do you need?
You can try the fork called Godex, it has ECS built into it and is a lot of fun to use in my opinion.
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C# games in Godot, 2022 edition
There is an ECS port for Godot named Godex, but it isn't hugely mature:
https://github.com/GodotECS/godex
I haven't used it, though I've been curious about it. As far as better options for ECS game engines go, I'd go with Bevy (personally), but you'll have to learn Rust (which I'm a proponent of anyway).
https://bevyengine.org/learn/book/introduction/
But both of these are still in "Beta", if that's even the proper term for their development cycle, at this point. They work, technically, but they could use some help, to my understanding.
What are some alternatives?
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.
godot-proposals - Godot Improvement Proposals (GIPs)
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
Godot - Godot Engine – Multi-platform 2D and 3D game engine
VVVVVV - The source code to VVVVVV! http://thelettervsixtim.es/
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
2d-platformer-controller - Simple implementation of a 2D platformer character controller using raycasts for smooth and precise input and movement
godot-2d-builder - A simulation game demo made in Godot and inspired by Factorio.
defold - Defold is a completely free to use game engine for development of desktop, mobile and web games.
games - :video_game: A list of popular/awesome video games, add-ons, maps, etc. hosted on GitHub. Any genre. Any platform. Any engine.
godot-docs - Godot Engine official documentation