Celeste
lumen
Our great sponsors
Celeste | lumen | |
---|---|---|
49 | 10 | |
3,100 | 532 | |
- | - | |
0.0 | 0.0 | |
over 1 year ago | over 1 year ago | |
C# | JavaScript | |
MIT License | BSD 2-clause "Simplified" 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.
lumen
- Lumen: A Lisp for Lua and JavaScript
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Gerbil Scheme – A Lisp for the 21st Century
I agree! That’s actually not a jeer, it’s one of my main criticisms of lisp. You don’t need lists to have lisp. In many respects it works better without them; https://github.com/sctb/lumen proves it, since hash tables and arrays are the fundamental data structure. They have to be, because that’s the only way lumen can run in JS or Lua.
Every time I can’t delete the first element of a list in lisp (I.e. del x[0] in the python sense) I get annoyed with racket.
The reason I look past it is because the benefits are so good that they outweigh the annoyances. I wouldn’t trade it away.
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Show HN: Dak – a Lisp like language that transpiles to JavaScript
Where h is the raw function for hyperapp, not a macro.
I'd intended to develop my own mini-lisp with the same syntax, but got sidetracked by other projects. Maybe someday I'll get back to it. (Currently, I'm deep in the weeds trying to learn how to write a dependent typed language that compiles to javascript.)
[0]: https://github.com/sctb/lumen
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“There Is No List”
It wasn’t my idea, too. It was Scott Bell’s. I’m not sure if he thought of it or got it from somewhere else, but it’s shockingly effective.
If you want to try it out for yourself, give Lumen a spin: https://github.com/sctb/lumen
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The project with a single 11,000-line code file
> What do you develop with Arc usually?
I try to use Arc for as much as possible. We wrote our TPU monitoring software in it: http://tensorfork.com/tpus
Eventually I became frustrated with Racket's FFI. So I eventually made my own arclike language called elflang: https://github.com/elflang/elf
... which itself is a fork of Lumen (https://github.com/sctb/lumen) by Scott Bell.
The performance is good enough to run a minecraft-style game engine: https://i.imgur.com/iyr0YrB.png which was satisfying.
Nowadays I've been trying to implement Bel, mostly for the challenge of it than for any practical reason.
> I like how the "html" and "css" part was embedded in that "news.arc" file. Do you think that VIM script will highlight and lint the "css" part of an "arc" file?
Nope. https://i.imgur.com/o9aUG6j.png
But it has one very important feature: it can properly highlight atstrings: https://i.imgur.com/wO4f742.png
It's probably hard to tell, but the "@(hexrep border-color*)" would normally be highlighted as if it were a string. Arc has a feature called atstrings, where you can use @foo to reference the enclosing variable "foo". It can also call functions, e.g. "The value of 1 plus 2 is @(+ 1 2)" will become "The value of 1 plus 2 is 3".
- Lumen – self-hosted Lisp for Lua and JavaScript
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The most misunderstood aspect of Python
Not mine! That was all Scott Bell. It's forked from Lumen: https://github.com/sctb/lumen
But, I did make an interactive tutorial here: https://docs.ycombinator.lol/
If you have any questions about it, I'd be happy to answer. This stuff is pure fun mixed with a shot of professionalism.
For what it's worth, as someone with narcolepsy, I relate quite a lot to your chronic pain. (https://twitter.com/theshawwn/status/1392213804684038150) For me, it mostly translated into wandering aimlessly from job to job, since I thought no one would have me. I hope that you find your way -- there's nothing wrong at all with taking it slow and spending years on something that takes others a few months. Everyone is different, and it's all about the fun.
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Julia and the Incarceration of Lisp
You could go the opposite route, and run Lisp in your favorite language. Here's a Lisp in JavaScript and Lua: https://github.com/sctb/lumen
Integration is easy because there's no integration. You can just call whatever functions you'd normally call.
- Lumen, a Lisp for Lua and JavaScript
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Just Wanted to Say Thanks
Not at all. I've been thanking Scott for making lumen every thanksgiving for several years now. https://github.com/sctb/lumen
I just close the issue immediately after opening it. :)
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.
Tailwind CSS - A utility-first CSS framework for rapid UI development.
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
femtolisp - a lightweight, robust, scheme-like lisp implementation
VVVVVV - The source code to VVVVVV! http://thelettervsixtim.es/
awesome-lisp-companies - Awesome Lisp Companies
2d-platformer-controller - Simple implementation of a 2D platformer character controller using raycasts for smooth and precise input and movement
uncap - Map Caps Lock to Escape or any key to any key
Godot - Godot Engine – Multi-platform 2D and 3D game engine
sata-license - The Star And Thank Author License(SATA License)
godex - Godex is a Godot Engine ECS library.
stack-overflow-import - Import arbitrary code from Stack Overflow as Python modules.