Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

hteumeuleu

45
Posts
286
Followers
20
Following
A member registered Apr 07, 2022 · View creator page →

Creator of

Recent community posts

That’s super weird… but I’m glad you got it sorted out!

You can find older releases on GitHub: https://github.com/hteumeuleu/celeste/releases 

But I’d be surprised if this made any difference. How do you side load ? (Online or via USB)? What is your PlaydateOS version?

Thanks for your kind words. I would say porting a mod shouldn't be too hard considering most of the engine is done and should likely be the exact same. So the work would mostly consist in porting the assets (sprites and tiles) and levels.

I'm currently working on an update and I'm thinking about a way to implement mods (either specific ones made for Playdate or ones from Pico-8 cartridges). I'll see if this goes anywhere.

I need to check on Playroll. 

I wanted to implement this at first, but it resulted in a very stuttered audio. Stopping an image as soon as you stop cranking is not disturbing, but stopping the audio made for a very unenjoyable experience in my opinion. I guess the solution lies in having threshold so that the audio continues for a few milliseconds when you stop cranking (and the images as well).

Excellent!

Thank you for your kind words. My process was to first grab all game code and assets from the PICO-8 using command line exports from the PICO-8 dev kit. Then, since both PICO-8 and Playdate can use Lua, I polyfilled all functions used in the game in PICO-8 to work similarly on the Playdate. But this turned out to be terribly slow (around 5 FPS) and not very legible (not everything looked good straigtaway in 1-bit). So then I started the slow process of optimizing things part by part, both in code and graphism. Most of the time, this meant replacing things draw frame by frame in PICO-8 by using Sprites in the Playdate SDK. You can go through the commit history on Github of how it went (https://github.com/hteumeuleu/celeste/commits/main?after=dd20c9898cbac5b25a40aa8...).

Always a pleasure to read about Comet. The camera looks great now!

`A` is for Jump. `B` is for a Dash. If you feel stuck, you can try looking for a let's play on Youtube to see the path you're supposed to take.

What a great read! Thank you for sharing all this process. I can't wait to play the game.

Thank you for your kind words. However, please note that the music in this port is the exact same as the original one. This is a port of the original Celeste Classic for PICO-8, not a port or demake of the popular Celeste game on modern consoles. It was made by the same two core people than the Celeste game on consoles, Maddy Thorson and Noel Berry. They deserve all the credits for the controls, movement and soundtrack.

Hey there. Thanks for your kind comment. I’m not very familiar with Terraria, but by the look of it, it doesn’t seem like the source code is available, and the game looks graphically very far from the Playdate’s constraints. I’m sure a demake would be possible but I don’t feel up for it. 

I was able to fix this issue and pushed a new release (1.0.3). Thanks again for your interest and for reporting this issue.

The FPS counter appears or disappears whenever you do a full crank turn. (But in practice it toggles just by hitting the zero degree spot which is upwards.) I should probably move this to its own option menu screen at some point. Thanks for your feedback.

A very solid adventure game that really resonates with the Link’s Awakening fan that I am. Great dialogues, puzzles and graphics. I can’t believe it’s a Pulp game.

Oh wow, thanks for reporting this. Collisions with spikes is indeed something I had to heavily work on to improve performance. And I guess I messed something up here… I'll look into this and get you updated here as soon as I'll fix it. Thanks again for reporting this bug.

Pics or it didn’t happen.

I'm really enjoying this game! I love the graphics, the gameplay mecanism and the dialogues are fun.


Oh shoot! I never would have realized this. There was indeed a bug related to this. I fixed this and pushed a new version (1.0.2). Thank you!

Thanks, I'll think about it!

Oh no, shoot. I had these bugs in the first version but these should be fixed now. Are you on the last version available here on itch? If so, could you give more details (a photo of your screen would help) when the bug happened? Thank you. 

Hey, thanks for the suggestion. This is something I thought about in the past. I’ll consider it for a future update. 

Oh wow, what an honor!

How is this free? The artwork and animations are wonderful. The UI text animations give me some Persona feel. (Reminds me of that GMTK video about it.) You even nailed the extra manual. Congrats for this game. (You should switch to a donation button and I'd donate in a heartbeat.)

Ha ha, thanks!

I played this on the actual console. 

I finished this in one session and I really enjoyed it. Lots of good ideas and concepts. My favorite room was the cat-robot one. The moment I realized what I had to do was such an "Ah-ha!" moment. Great job, team.

(1 edit)

Got a crash in the simulator with the following error. Here's a screenshot when that happened.

?:-1: attempt to perform arithmetic on a nil value
stack traceback:
    ?: in upvalue '?'
    ?: in function <?:3743>

I love the idea. But it looks like it’s running very poorly on device (I'd say around 10 FPS). And playing in the simulator with keyboard and trackpad is super hard. But it looks like a great concept. Keep up the good work.

Just to be clear: this is a port of the original  Celeste game by Maddy Thorson and Noel Berry. I’m only responsible for bringing this to Playdate (making both the technical and graphical adjustments required to make it work).

Hey there! I've pushed a new version (1.0.3) that should fix this. 

The problem was due to how the game was initialised from a previous save. Tile’s values would be set as a String instead of a Number. Then in the end of the game, when the grid is full, the game would incorrectly compare String values (from tiles restored from a previous save) with Number values (from tiles created during the game after loading).

Thank you very much for these helpful screenshots. I'm keeping track on this on GitHub to try to figure it out. I'll let you know here as soon as I fix this.

Hi. I’m sorry you experienced that. Would you be able to share a screenshot when that happens? It would help me a lot to track this. (You can just take a photo with your phone, I just want to see what the grid is like when that happens.)

I really enjoyed reading this. Can’t wait to play this. 

Hey, thank you for your feedback! There's absolutely an API to prevent auto lock. This is an easy fix I'll look into pushing asap. Thanks!

I just changed the video to unlisted.

I'm on the same version. I've sideloaded via the online website if that makes any difference. I recorded a video of me reproducing this bug:  https://youtu.be/rkxoG19eFjQ

Yes! With one more thing upon retesting: it seems to only happen when the crank is out. 

I love this! Really well-made app.

I think I found a weird bug. In a song screen, when using the system button shortcut to adjust the volume (by pressing left or right and menu at the same time), it then breaks the back button (b) and it no longer is possible to go back to the menu.

I've pushed a fix for the save bug in version 1.0.2. I'll be looking into adding sounds in the upcoming weeks or so. Thanks again for your feedback!

Thanks for your feedback!

Regarding the first point, I think I may know why! I currently only save if you quit the game (by going back to the menu and selecting “Home”). I need to add a save as well if you just turn your Playdate off. I'll look into this quickly.

Regarding the second point, you’re absolutely right. I'll look into it as well.