The port of evercore to picotron
Based on evercore+ v2.0.1, which is based on evercore v2.3.0, which is based on smalleste, which is based on celeste classic
- Maddy Thorson
- Noel Berry
- petra
- meep
- gonengazit
- akliant
- equinox
- equinox
- pancelor
A few things you should know about Evertron.
- In order to make a left-facing spring or left-moving cloud, simply flip its tile horizontally in the map. Use the tool that looks like a crosshair to select a single tile, then press F.
- Most other objects should work if they're flipped (like player spawns).
- Spikes and semisolids go on the ground layer, not the object layer.
- You can change the resolution by modifying the
vid(3)
line inmain.lua
. Settings of 3, 0, and 4 are recommended (1 and 2 don't do much). - The object dictionary has been changed to be a bit more readable. It previously used some kind of gross-looking but token-efficient code that's not necessary anymore.
- Objects can have a
:draw_before()
function defined, in addition to their:draw()
function. This allows them to draw on multiple separate layers. If:draw_before()
is defined, it will be called before the terrain is drawn (with other objects that have a negative layer). - The
key
object has been renamed toberry_key
, to avoid conflict withkey()
. - Levels are stored as separate .map files.
- The level table in
metadata.lua
has been restructured, as it's not necessary anymore to store level sizes and positions. Instead, provide the path to the .map file, along with optional data such as level title and music switches. - Level exit/enter directions can also be set in the level table. If
exit
is not provided, the default exit is upwards. Ifenter
is not provided, it will inherit from the previous level's exit direction (or default to upwards).