Releases: CelesteClassic/evercore
Evercore v2.3.1
- Fixed get_mapdata() function ignoring x and y arguments.
- Timer now tracks and displays decimal timing.
- Flag and end screen formatting slightly altered to fit decimal timer.
Evercore v2.3.0
- Implemented Meep's Smooth Springs, saving sprite space and improving visuals.
- Added sideways spring functionality, with support for being placed on crumble blocks.
- Added tile-based semisolid platforms (aka "jumpthroughs") as a default object.
These are features that a lot of mods implement anyways, so they're now included by default.
- Updated layering system to be more powerful, with no limitations on the number of layers. (thanks meep and gonen!)
- The layer variable is now stored per-object instead of per-type, allowing objects to change draw layering during runtime.
- Reformatted and reorganized cartridge. In the PICO-8 editor the code is now sorted into tabs.
- Updated example levels
- Updated README
- Fixed typo (thanks snek lol)
Evercore v2.2.0
- Thanks to the efforts of Gonengazit and Acedic, over 150 tokens have been made available to use compared to the previous stable build.
- The Tile table is now a multiline string, editing it works as it did before with slightly different formatting.
- Obsolete and redundant functions have been cleaned up.
- Fixed a really stupid bug that caused the camera to be slightly offset at the start of a level.
Evercore v2.1.0
- Replaced the vanilla music changing system in
next_room()
with a music trigger table. To change the current track, simply insert a new value in the table using the syntax[levelID]=songPattern,
- Replaced the vanilla
new_bg
variable with two new globals,bg_col
andcloud_col
.
These two new systems actually ended up saving a few tokens, at 5190 (blank) versus 2.0.4's 5198 (blank).
- Added comment tags to the level setup tables to natively support Everhorn.
Evercore v2.0.4
-Split the title screen draw sequence into a separate state. This not only fixes a issue that caused the title screen to break when run in PICO-8 v0.2.4+, but also saves a few tokens as a nice bonus.
Evercore v2.0.3
-Fixed a critical bug in the replace_mapdata() and get_mapdata() functions that could cause memory corruption when loading from hex strings.
If you're using an older version of Evercore v2, I highly recommend borrowing these functions from this build to avoid running into this issue.
-Big chest can no longer be re-opened after collecting the gem and dying.
Evercore v2.0.2
-Implemented several large token saves
-Updated documentation
-Reworked the fruit system a little bit, the fruit_id table is now packed into a string.
Evercore v2.0.1
Quick hotfix update
-Fixed berry blocks not colliding
-Flags now tally berries on hit rather than on level load
Evercore v2.0.0
-New mapdata grabbing and loading system
-Support for multiple berries per level
-Meep's draw layering system
-Gonen's moving solids system
-Lots of general cleanup and restructuring
-Token saves
-Sprite saves
-Documentation
-Bug fixes
-NOTICE: Mapdata strings generated in versions pre-2.0.0 are no longer compatible, and will need to be re-exported.
Evercore v1.3.7
An older, outdated release. Published here for compatibility reasons, as mapdata strings generated in versions pre-2.0.0 do not work in v2.0.0+