elf | Celeste | |
---|---|---|
1 | 49 | |
2 | 3,100 | |
- | - | |
5.1 | 0.0 | |
about 2 years ago | over 1 year ago | |
Lua | C# | |
BSD 2-clause "Simplified" 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.
elf
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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".
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?
fpc
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.
TypeScript - TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
flre - FLRE - Fast Light Regular Expressions - A fast light regular expression library
VVVVVV - The source code to VVVVVV! http://thelettervsixtim.es/
tetgen - This is a mirror of the latest stable version of Tetgen.
2d-platformer-controller - Simple implementation of a 2D platformer character controller using raycasts for smooth and precise input and movement
arc
Godot - Godot Engine – Multi-platform 2D and 3D game engine
SheetJS js-xlsx - 📗 SheetJS Spreadsheet Data Toolkit -- New home https://git.sheetjs.com/SheetJS/sheetjs
godex - Godex is a Godot Engine ECS library.