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Releases: CelesteClassic/evercore

Evercore v2.3.1

08 Feb 08:09
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  • 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

13 Jan 03:10
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  • 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

24 Mar 00:33
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  • 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

31 Dec 01:36
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  • 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 and cloud_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

07 Dec 01:36
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-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

18 Apr 17:42
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-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

10 Apr 04:48
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-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

31 Mar 18:36
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Quick hotfix update

-Fixed berry blocks not colliding
-Flags now tally berries on hit rather than on level load

Evercore v2.0.0

31 Mar 03:31
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-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

30 Mar 03:35
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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+