Giter Site home page Giter Site logo

junglehelper's Introduction

Jungle Helper

This repository contains the helper and assets for the Celeste: Into the Jungle mod. Both custom entities / triggers and assets can be used in other maps (with credit) by having this helper as a dependency.

Custom Entities

  • Attach Trigger Controller: a controller allowing to attach any trigger to any entity. Place the "T" on the trigger, and the "E" on the entity. If you need filters (because entities or triggers overlap), you can use the controller's properties.
  • Bouncy Shroom: a mushroom that bounces Madeline. Comes in up, up-left and up-right variants.
  • Breakable Pot: a pot you can throw on the ground or on a wall to get either a key to open doors, or... a rupee that does nothing.
  • Cassette with Custom Preview Music: works like a cassette, except you can pick which music event is played when you collect the cassette (if you have custom B-side music), or pick which of the vanilla B-side songs to use. Keep in mind that custom preview events have to be structured like the vanilla one.
  • Cheat Code Controller: allows the player to enter the vanilla cheat code (Left, Right, Journal, Grab, Up, Up, Down, Left, Grab, Confirm) to enable Cheat Mode and be kicked back to the overworld, like in vanilla Prologue.
  • Cockatiel: a decorative entity working much like vanilla flutter birds.
  • Climbable One-Way Platform: a platform you can grab on one side, but that you can also go through if you don't press Grab (contrary to sideways jumpthrus). This is useful to make ropes for example.
  • Cobweb: Madeline gets stuck in those if she hits them, and can only get out by dashing. Cobwebs are one-use: once Madeline dashed out, the cobweb disappears and does not respawn.
  • Delayed Auto-Falling Block: a falling block that falls automatically after a set delay. Also has customizable shake time before falling.
  • Dragonfly: a decorative entity with recolorable wings and randomized animation offset.
  • Falling Killbox: a killbox... except falling. Useful to prevent the player from going down too fast in a falling section.
  • Firefly: a flying dot that goes around and follows the player when touched, much like moon creatures.
  • Grabless Golden Berry: like the vanilla dashless golden berry, except it flies away when the player grabs on a wall.
  • Gecko: goes up and down on a set path. It can be made to kill the player, or to be purely decorative. It can also be used to show a tutorial similar to the Custom Tutorial Bird (with a Gecko Tutorial Trigger that allows showing or hiding the tutorial bubble).
  • Green Crystal: much like a Theo crystal, except it cannot be held. It can only be moved around by moving/removing the platform it is standing on.
  • Green Crystal Gate: a temple gate that only opens when a Green Crystal is nearby.
  • Hawk: when Madeline touches it, it will carry her to the right until she jumps or dashes out. It has customizable speed.
  • Lantern: a light the player can grab and keep without having to hold Grab. To drop it, the player can press Down + Grab. She will also lose the lantern when she touches water. When Madeline has the lantern, she cannot dash, but the lantern has effects on a few entities:
    • Mossy Wall: moss that sticks to a wall, preventing Madeline from grabbing it, like ice walls. When a lantern gets close, the moss fades away and allows Madeline to climb.
    • Snake: an enemy that starts chasing Madeline if she gets too close. When a lantern gets close to its spawn point, the snake gets scared and rushes away to a hiding spot, which is its node.
    • Spiny Plant: a vertical plant that kills on touch. When a lantern gets close, the plant retracts, allowing Madeline to pass through without getting hurt.
  • Noded Crumble Platform: a crumble platform that will move between different positions before respawning.
  • Predator Plant: a plant attacking Madeline when she gets close. Madeline can be killed by the plant, but can also jump on it to bounce.
  • Rolling Rock: a boulder that starts rolling when Madeline walks to the right of it, and goes right. It breaks dash blocks along the way, and shatters if it hits a wall.
  • Slide Block: a Kevin-looking block that moves in the direction Madeline is dashing. Once the block moved once, it needs to be refilled to move again. Comes in restrained (green) and restraintless (red) versions: restrained blocks stop after they moved by their own width/height; restraintless blocks move until they hit a wall or the edge of the screen.
  • Slide Block Refill: a refill that can be collected by the player to refill all slide blocks in the room, so that they can be moved again.
  • Spider Boss: a spider that falls down from the top of the screen, killing Madeline if she hits it. The spider color determines its difficulty: Blue, Purple and Red in this order, with Red being the one falling the most often, and tracking the player at the fastest speed.
  • Swing Cassette Block: cassette blocks that play their music in a 66-34-66-34... pattern instead of 50-50-50-50...
  • Torch: a torch that sets a session flag when Madeline lights it by touching it.
  • Treasure Chest: a chest that opens with a key, and spawns a crystal heart when open.
  • Zip Moving Platform: a moving platform behaving much like a zip mover.

Custom Triggers

  • Drop Lantern Trigger: a trigger that forces Madeline to drop her lantern. The lantern can either just fall on the ground, or be destroyed (in that case, it fades out on the ground and goes back to its spawn point).
  • Gecko Tutorial Trigger: much like the Custom Bird Tutorial Trigger from Everest, it allows to show/hide the tutorial bubble of a gecko (see previous section).
  • UI Image Trigger: a high-res image will be shown on-screen when Madeline enters the trigger, and will fade out when she leaves it.
  • UI Text Trigger: text will be shown on-screen when Madeline enters the trigger, and will fade out when she leaves it.

Reskinned Entities included in the pack

Those are reskinned entities that are placeable in Ahorn.

  • Crumble Block: Dark, Mossy, Thin, Mosaic
  • Jump Through: Invisible, Plank
  • Moving Platform: Escape, Jungle, Night
  • Sinking Platform: Escape, Jungle, Night
  • Spikes: Ruins, Wood, Wood Outline
  • Switch Gate: Stone, Wood

Mosaic Crumble Blocks and Invisible Jump Throughs are custom entities, the other ones are reskins of vanilla entities.

Custom Decal Registry Attributes

  • <jungleHelper_rainbow>: gives a rainbow tint to the decal, like rainbow spinners. Also works with rainbow spinner color controllers from Maddie's Helping Hand.

Wipes included in the pack

The following wipes are included with the helper, and can be used if you also have Maddie's Helping Hand:

  • Arrow with plant-like edges around it
  • Dots that grow to cover the screen
  • Rocks that fall off from the top of the screen
  • Spinners at the edge of a wipe that goes from left to right
  • Vines that grow to cover the screen

The Lantern and Skin Mods

Since the Lantern works by changing the player sprites to ones that have Maddy carry the lantern, skin mods have to provide sprites for the lantern, otherwise Maddy will "turn back to vanilla" whenever she carries a lantern.

If you have an unsupported skin mod installed and enter a map with a lantern, a postcard will be displayed to warn you about this:

You have a skin mod installed which is not compatible with this campaign. It is recommended to disable it until playing another map.

If, for consistency's sake, you want this postcard to show up in your whole campaign, you can place a Skin Warning Controller in maps that don't have a lantern.

If you are a skin maker and you made lantern sprites, you can prevent this postcard from showing up:

  • if your skin works by overwriting vanilla sprites, overwrite Jungle Helper's lantern sprites as well to prevent the postcard. Make sure you add Jungle Helper as an optional dependency of your mod as well:
- Name: MySkin
  Version: 1.0.0
  OptionalDependencies:
    - Name: JungleHelper
      Version: 1.0.0
  • if your skin works with Sprites.xml, make sure to define the junglehelper_madeline_lantern and junglehelper_badeline_lantern sprites in addition to player / player_no_backpack / player_badeline.

If you tried following these steps and the postcard still shows up, reach out to Maddie (maddie480 on Discord)!

junglehelper's People

Contributors

aaa1459 avatar aridai-shi avatar dependabot[bot] avatar gamationongithub avatar hollymagala avatar jackal-celeste avatar maddie480 avatar the-tortoise avatar theadvertisement avatar thegur90 avatar

Stargazers

 avatar  avatar

Watchers

 avatar  avatar

junglehelper's Issues

Too many warnings in logs

  • EnforceSkinController and SwingCassetteBlock "fail loading" but they actually don't
  • Invisible jumpthrus cause a warning about a missing image (path is obsolete since a restructure)

Request for Increased Rope Customization

Hi there,
For the rope/vine entity, I was wondering if it was possible to add some options for more versatile use in other maps. Specifically, I was hoping for the following options:

  • Don't Consume Stamina (the player doesn't consume stamina while climbing)
  • Boosted Same-Direction Jump (in ITJ, there were several instances where you had to grab a vine, jump to the other side, and jump away. With this change, I was hoping that jumping in the same direction as facing would slightly increase speed, making the jump the same distance as if from the other side)
  • Carry Momentum (similar to a corner boost, approaching a vine with momentum and jumping immediately after carries the momentum)

If you have any questions, please let me know via Discord at Jackal#0880. I'm also fine to do a joint entity between Jungle Helper and Jackal Helper if that is more appropriate.

Thanks,
Jackal

Issues with reskin support

  • Missing lantern sprites fall back to vanilla Madeline instead of reskinned Madeline
  • Other self sprites have red hair(?)
  • Skin Mod Helper support would be nice

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.