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hteumeuleu

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A member registered Apr 07, 2022 · View creator page →

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Thank you 🙌

Honestly, I don’t expect this can be sideloaded online via the website considering the size of the file. Instead you should wire your console via USB and move the file from there. 

Thank you. There's definitely something wrong with the files as I can't even open them in macOS. If you hit the button menu on the Playdate, and then go to the "Log" screen, you should see messages like this:

> Cannot open audio at '/mp3/Birthday Game Ep. 5 6 - Bee and PuppyCat - Cartoon Hangover.mp3 as a sampleplayer: [wrong file type: no header]

Reencoding your files with ffmpeg (with just `ffmpeg -i yourfile.mp3 myfile.mp3`) worked for me. Hope this helps.

Try reencoding your mp3. I can have a look if you can share your files.

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