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evertron

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

Credits

Celeste Classic

  • Maddy Thorson
  • Noel Berry

Evercore

  • petra
  • meep
  • gonengazit
  • akliant

Evercore+

  • equinox

Evertron

  • equinox
  • pancelor

Documentation (barely)

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 in main.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 to berry_key, to avoid conflict with key().
  • 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. If enter is not provided, it will inherit from the previous level's exit direction (or default to upwards).

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the port of evercore to picotron

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