• Hey, guest user. Hope you're enjoying GameParadise! Have you considered registering for an account? Come join us and add your take to the daily discourse.
 
Flaglines And Such

Flaglines And Such
A Mod for Celeste.

 
5f90531a3298f.jpg


Flaglines And Such Flaglines And Such

This is a small code mod I've been working on for quite a while... It isn't the greatest thing out there as I'm not the greatest coder, but it's got a few interesting things. I might add more in the future- I certainty have ideas. If when anything goes wrong, or if you have questions or suggestions or anything, please ping me on discord at tobyaaa#7052. Does anyone read helper mod descriptions? Tell me if you find this, especially if you've used the mod before I added this sentence here.
anyway, here's what the helper has in it:

Custom Flaglines:
These are a version of the cliffside flags entity and/or clothesline entity, but with a load of customizability options, including changing the flag's colors, spacing between flags, and the size of the flags. You can even make the flags appear upside down!

Triangular Flaglines:
literally just the same as the above but they're triangles instead of squares. Awful to render, so they look like normal flaglines in ahorn.

Platform Jellyfish:
I dyed a jellyfish purple then hot-glued an invisible jump through onto it, so you can stand on the thing now. Entities that attach to platforms, such as spikes or springs, will also attach to this jellyfish, though some trial and error may be required to place them in the right spot in ahorn.
I may revisit this in the future. There's a dumb infinite height exploit I would like to fix (in theory this isn't bad but it's not that fun to execute and can be done basically anywhere). I'd also like to add respritability support eventually.
(no longer wip, really)

Custom Sinking Platform:
A custom version of the Celestial Resort's sinking platforms. Comes with options for where the platform sinks to, as well as what speed it does so at (or returns at, or what speed it moves at if the player's looking up, ect)

Dust Spikes:
A dusty variant of normal spikes. Pre-activated trigger spikes, effectively. Pretty useful for deco purposes.

Custom Sprite Cloud:
A vanilla cloud, but you can easily resprite it or change the color of its particle effect. Pretty simple.

Flickering Light:
A unique lighting entity which uses the light from chapter 1's bonfire. Useful for candlelight or flickering fluorescent lamplight; just be careful about potential photosensitivity issues.

Sawblades:
Taken from Hollow Knight's White Palace, these have options for size and movements. No sounds though, maybe soon

Custom White Block:
A version of Golden Ridge's white block that has customizability options. Currently these are limited to just two options, as I made the entity pretty quickly, so if you'd like more functionality (for example, if you want it to respawn, or be able to be resized, stuff like that) feel free to bother me about it

Custom Reflection Statue:
Ever wished you could make a reflection heart puzzle, but with a different starting code and different modifications to that code? Ok, here you go. It can also spawn a fake heart if you want
(note: this is lonn-exclusive)

Facing Block:
Yeah have fun with this one. It's a cassette-block style entity (no cassette boosts sorry) that's only on if the player -or theo, or a seeker- is looking towards a specific side of the screen. Makes for some interesting gameplay and is also capable of inherently boosting the difficulty of pretty much any tech done on it by at least one spring collab difficulty level unit.
(note: this is lonn-exclusive)

Shooting Eye, Shy Ghost, Stand Box, Bloomed Oshiro and Light Berry:
Have you played FLCC? I've ported the code from Kunogi's maps over to this helper. This includes an eyeball that shoots a laser if you dash while facing toward it; a ghost that acts like a boo from mario; a box you can stand on (and grab from the top); a version of Oshiro you can't look towards for too long; and a berry that requires you to solve a randomized sliding puzzle.

Custom dreamstars effect:
Remember that one unused vanilla effect that causes weird green squares to rise up the screen? I made a customizable version for that, so you can change the direction of travel, speed, color and size of the squares. Don't like squares? You can also make them circles or diamonds! There's also neat things you can do with them if you make them small enough to be only single pixels. The "stars" in the cover image, for example, are actually three versions of the effect, with speed of 0 and all different color and parallax values.

Custom godrays:
The pink diamonds that float down the screen in Reflection have always struck me as missing a few options. So, I made a version where you can change their color, lifespan, size, direction of travel, and even what angles their sides have. An added feature is the ability to make them change color as they travel along! These in particular were extremely fun to make.

Custom bossfield:
Rounding off the list of custom versions of vanilla effects is the background from the badeline fight in chapter 6. Comes with speed, color, and direction options, as well as a few others.

Summit Boost bg:
I've had my eye on this for awhile. It's the background that appears during transitions between summit sections, and also appears at the start of Farewell, as a styleground effect! As is custom this comes with a myriad of options.

Geometric Blackhole:
Just like the vanilla blackhole effect, but it's square. Or... whatever shape you want really, since you can change the texture, along with a lot of other stuff including speed, layer count, and spin.

Vaporwave Grid:
a styleground effect simulating a moving grid stretching to the horizon. Can be configured. Shoutout to Vexatos for making a method to make the horizontal lines be placed correctly!

Sine Parralax Styleground:
A normal styleground, but it moves in a sine wave pattern. Simple, but could probably be rather useful.

Flag-based triggers:
these are versions of vanilla or everest triggers with the added option of what session flag must be active or inactive for the trigger to work. All also include the option to reset said session flag on a successful activation. These triggers include:
  • flag-based light fade trigger
  • flag-based music trigger
  • flag-based dialog cutscene trigger
  • flag-based flag trigger
  • flag-based ground refills trigger
  • flag-based mini textbox trigger
  • a flag logic gate trigger, which lets you set a session flag if two other session flags are some particular combination of values

I also have coded a version of the nail attack from hollow knight.
Author
admin
Downloads
25
Views
96
First release
Last update
Rating
0.00 star(s) 0 ratings

More resources from admin

 
Back
Top