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Viv's Entities
These new custom spinners have more options than ever before. Includes: Custom Directories for foreground spinners, background spinners, and custom debris!!, Custom coloring, and shatter coloring, Custom Border Colors, mixing color bgtiles, scaling, custom texture scaling, the ability to remove that pesky rectangle hitbox, and the ability to shatter on dash or on a Flag. (Please read the README for information on how to structure this and feel free to ping me to ask about how to set it up, as its not the most intuitive system as of now, tooltips coming when I have the time to complete them.)
The real reason I made those custom spinners was to let these work properly. These are Animated Spinners, which allow you to set animations for your spinners, which can include variations on idly moving and upon being collided with by the player. The README will be useful for setting this up, or you can ping me to ask about how to structure it. Tooltips will be coming soon. Thanks to Scroogle for the rotating spinners sprites I use as example!
Rainbow Spikes do 2 things. One, they are colorable. If you want to set a custom color spike, just set the Color attribute to whatever color you like, or add a hex code for more customizability. Two, and the cooler piece: By leaving the color blank, it sets itself to the Rainbow Color that Spinners use. These are further customizable with Max's Helping Hand Custom Rainbow Controller, for all sorts of cool uses!
Gives you the ability to set a transparency to the coverup wall and also has a flag attribute to turn it on/off.
Adds the ability to set a flag upon being dashed into, as well as have a Custom break sound, something that is bugged in current versions of Dash blocks.
This works like any old solid (Connects to itself like FloatySpaceBlocks) except you can change the depth to whatever you like. Complete with a list of example Depths. (Depths determine how late something is rendered, with lower numbers representing rendering over higher numbers.)
This has 4 directions of movement, acceleration and speed modifiers, and the ability to set a flag when triggered as well as when it lands on whatever surface it may land on. (Toggles off when falling again, and on when it lands.)
What if we took a Floaty Space Block and crossed it with Shroom Helper's Crumble Wall on Touch? A Floaty Break Block.
Functions identically to max's Helping Hand flag exit blocks
Enter blocks are like exit blocks but better. Upon the screen loading, Enter Blocks are invisible (or with a set Transparency (alpha) value). Once entered they change to rendering with a low (customizable) transparency, and once exited, they become a solid block.
This block is a partial fix for Corner Boosts. It serves to work as an always-consistent version of the FloatySpaceBlock without Corner Correction, and works for all x-position dependent Corner Boosts, with y-subpixel dependence not taken into account yet. In the README there is an explanation as to how the block actually "fixes" corner boosts.
Laser blocks are solid entities that shoot the beams that Badeline normally shoots. They can also attach to solids for extra gameplay, with custom timings. These are kind of in beta, in that not all of the sprites work the way that they should (specifically with modifying the Active Timer).
This is a highly requested entity. Custom Player Playbacks give you more options to make your life easier for Ghost Player Playbacks. You can: Change the delay before the animation starts Set the color Change the speed at which it travels (please do not use custom values, and use the provided as it can cause artifacts and other jank.) Can be activated and deactivated with an Activate Custom Player Playback Trigger.
Another requested one. Used in tandem with Custom Player Playbacks "CustomID," Playback Watchtowers will activate Playbacks when inside the watchtower. You can also toggle them on and off with a keybind found in ModOptions.
This was an extension off of Playback Watchtowers which took it up a few notches. This is an integrable version of Playback Watchtowers which allows creators to give map hints using Dialog Textboxes as well as Playback Watchtowers. You can set up to 5 hints per watchtower currently.
These will be able to hold any holdable entity (included Modded entities) as if it is on ground, while once picked up becomes intangible. The controller allows you to customize the colors and particle direction in every holdable barrier in the same room as this controller.
Core Messages are notably weird to work with, so I tried to make them easier to customize with these Custom Core Messages. These allow you to structure them so they always render in frame, can change depth to fix the pause bug (try pausing in game while in the end of Core, you'll notice Core Messages render over the pause menu.) These also give Custom Coloring and Color Borders, and give the ability to lock the position (there is a parallax effect by default.)
This works nearly identically to Crumble Block on Touch, except it is a Jump Thru Platform.
This is identical to Reskinning a berry. However, because this is a separate entity it allows you to make multiple different berries in your map. So you can have strawberries and also, say, blueberries.
This is a weird entity. It allows you to control the screen being blacked out completely save for a few entities (the actual entity depth is -249900, so if you put some entity with depth above that you can render stuff over the blackout.) The current list of overriden entities include: Players Watchtowers (Vanilla and Playback/Hint Watchtowers only) Player Playbacks Any item that is Holdable Also disables all lights and blooms when the effect is set to true. Set it to flag for use with other entities. The relevant flag that sets it on/off is "VH_Blackout"
Control offsets from a room boundary, exit velocity, and toggle wrapping on and off with this controller! (Also, you can wrap some entities around the room too :) )
It does what you think it does. Except a lot more. Exit Velocity modifiers, rotation modifiers, position modifiers, instant transitions between rooms, and toggleable lightning (glitch effect coming soon™), as well as some toggleability of the trigger itself.
If configured correctly,*** these entities can wrap around the screen just like you do! Perfect for puzzles and cool mechanics.
A Custom Color and light radius variant of the mirror temple torch
Made for a map for WhippyorcYT, this light upon touching the player follows the player around like a berry before it is collected. This can be used with the Dark attribute to make for interesting Gameplay. (Thanks to Nikko for the torch sprite!)
A version of the Carryable Torch that moves around to specific points. Currently does not have Bezier curve functionality, but its coming real soon! Thanks again to Nikko for the flame sprites.
Dream Mirror. Without the cutscene. Also customizable with different frames, glass (from Variant Swapping Mirrors) and Reflection types. Also can come as broken.
Introducing Curve Entities! These aren't quite perfect yet, but they are far enough along I can release it confidently. Comes with Curved Platform and Zip Movers, and currently working on Swap Blocks, Camera Triggers, and more!
Trigger. Make confetti. Go poof.
The big one is now more manageable! A custom seeker that delags seekers and add all the customizability. It's too much! (So I made a "simple" one, that is just more manageable.) If you want to make it a bit easier to read, there are debug commands to help with making the custom seeker, which creates this file (this version is annotated.) Feel free to ping me in the Celestecord server for help with it.
Generates Seekers on a timer, with some customizability. I'm open to suggestions on how to add to it.
The newest insanity I've crafted. This is a speed storage crystal. Upon collecting the crystal you will lose all your speed, and the next time you dash you instead get launched at the speed of your dash + the added speed you collected.
Sort of an extension onto my Instant Teleport Triggers, these allow you to teleport between two places in a room, and has a custom length parameter which accurately places the player dependent on the length of the teleporter itself. Very janky, but now with tooltips.
Refill walls is a bigger refill. Super useful when you have a large range to land in, but you don't want cheese in your maps. I'm currently looking for tips on how to make it look and feel nicer in game, so please let me know if you have any suggestions.
Notes: Note there are guides on how to use the Room Wrap Controller and Instant Teleport Triggers here.
Enough said about this. It's a redirectable booster. You cannot dash out of the booster, as dashing in the direction changes the booster's direction.
This is a somewhat controllable Red Booster, which changes functionality slightly when wind is present. Still a work in progress, I'm looking for comments on this so feel free to ping me on the Celeste Discord about this or any of the boosters.
This is a very controllable Red Booster which acts like a Feather. It has a slower turning radius than a feather and cannot be slowed down, but does not have a time limit.
Boosters that only activate if you play as Badeline (or not).
Is self explanatory. Changes the variant of the player to Madeline or Badeline upon touching the mirror. Currently the main mechanic in Part of Me.
Refills that switch between Madeline and Badeline. Can also be toggled to refill dashes.
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