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<title>Progress</title>
<link href="/style.css" rel="stylesheet" type="text/css" media="all">
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<h1>Progress</h1>
<p>Hello there! It seems like you are actually interested in my hobbies, which is kinda interesting but also kind. This page is going to talk about two projects I have been working on, ThinkerBox and Spook-este. Let's start with ThinkerBox first.</p>
<h2>ThinkerBox</h2>
<p>ThinkerBox is still in development, and it isn't finished yet. I can't show a working build of the game yet, but I can show a spritesheet for it.</p>
<img src="/thinkerbox.png" alt="ThinkerBox">
<p>As you can see in the spritesheet above, ThinkerBox still needs a lot more development. ThinkerBox is being made for JohnnyRazers Bad Ideas game jam, and the theme for it is "think outside the box". Judging by the theme, you might see why ThinkerBox is called that. I haven't exactly figured out the gameplay yet, but one of the main ideas for it is that when you open the box, the level changes in some way. Not to sure how it will change yet though. If you look at the spritesheet, you can see I have already made the main character, the box itself, and one of the enemies. The main character is going to be a stickman, and if you look at the sprite you might notice those floating limbs. The reason why I designed them like that is so that it will be easier to animate, and also for the smoother frames. I haven't done any animation for the main character yet though. Also if you look at the enemy, you might notice something strange about them. There are 3 variants, 2 of them look the exact same while one doesn't have any legs. Well if you look closely at the second version of the enemy and the one without legs, you might notice 2 extra pixels that aren't there on the first sprite. Those pixels are meant to be a jetpack, as you can see more clearly on the third sprite. And in the fourth sprite, you can notice the missing legs from the third one. The reason why the third one is missing legs is because I couldn't figure out the best placement for the flames, so I just removed the legs so that I could easily add them. The plan is that in the final game, when the enemy uses it's jetpack, the legs fall off and then follow the enemy on the ground, then when the enemy is done using the jetpack they fall on to the legs and reattach. That is everything I have to share right now, as ThinkerBox is still very early in development. Hell this post might become outdated the moment I release it. While ThinkerBox doesn't have a working prototype, the next project I am working on does. Let's now dive in to Spook-este.
<h2>Spook-este</h2>
<p>Spook-este is a modded version of Celeste Classic, and while currently it isn't exactly finished yet, I can still share a prototype of it here.</p>
<iframe src="/spook-este.html" width="560" height="315" style="border:0;" allowfullscreen referrerpolicy="strict-origin-when-cross-origin"></iframe>
<p>Spook-este is being developed as a side project to ThinkerBox, and while it isn't finished yet it is in a state where it can be played. Spook-este isn't going to be anything special, and is mainly being developed as a skin mod to Celeste Classic. One interesting thing to note about Spook-este is that currently there are 2 different prototypes for the game, the first one being the one you can play above. You might be curious about this second prototype, and one question that (might) come to mind is "are there any major differences between the two?". And yes there is! While this project is being developed <strong>on</strong> PICO-8, it is not being developed <strong>for</strong> PICO-8. You see, this mod is actually being developed for the steam version of Celeste instead. In the full release of Celeste, there is a hidden easter egg in the game where you can play Celeste Classic, and this version of the game has some pretty interesting differences. Both versions of Celeste Classic do run in PICO-8, but on the one in the full release, instead of running in one simple file like the other versions of the game, it is instead running in multiple seperated files. So this means that the scripts, textures, map, and audio are all running in seperate files, which means if you were to mod the full celeste you can use these different files bassicly where ever you want in the game. Want to use the PICO-8 graphics for the first level? You can do that! Want to use the PICO-8 music in the main menu for some reason? It's possible! Because of this weird difference, this also means that some of the limitations from PICO-8 are essentially removed in the full release of Celeste, which means you can do things like have higher quality audio (like adding lyrics to the music for example), or being able to use any color you want in the sprites and remove the 16 color limit. This also removes one pretty big restriction in PICO-8 that I find to be very big in comparison to the other possibilites I just mentioned, and unlike the other removed restrictions, the full release of Celeste actually does make use of this. You see while making sprites in PICO-8, you can have up to 128 sprites, but the bottom half of the sprite sheet is shared with the ram from the bottom right of the map. This essentially means that if you aren't careful enough, you are only limited to 64 sprites despite the fact that you have an additional 64 you can edit. But because of the other restrictions that got removed in the full version of Celeste's PICO-8, they also had to remove this restriction as well so that the game can work properly. If you have ever played Celeste Classic, you would know that when you dash Madelines hair color changes from red to blue (or from green to red to blue if you have the second dash), and how it works in the original version is that using a script they just replace the red from Madelines sprite with blue, but in the full release because of the removed restrictions they can no longer use a script to just simply change Madelines hair color. To make up for this they removed the restriction from the bottom half of the sprite sheet, and then just copied and pasted all of Madelines sprites but with all of the different hair colors. So while in the original a simple script is changing her hair, in the full release they are swapping her sprites with different ones that have all of the different colors. This paragraph is starting to get a little cramped so I am just gonna finish it off with one last thing about my mod. While this mod is meant for the steam version, it runs better on PICO-8 in my personal opinion. I am not gonna release the second prototype just yet until I can find a better hosting site to put it on. I don't know how to finish this so enjoy this smiley face. :D</p>
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