Thank you for your kind words. My process was to first grab all game code and assets from the PICO-8 using command line exports from the PICO-8 dev kit. Then, since both PICO-8 and Playdate can use Lua, I polyfilled all functions used in the game in PICO-8 to work similarly on the Playdate. But this turned out to be terribly slow (around 5 FPS) and not very legible (not everything looked good straigtaway in 1-bit). So then I started the slow process of optimizing things part by part, both in code and graphism. Most of the time, this meant replacing things draw frame by frame in PICO-8 by using Sprites in the Playdate SDK. You can go through the commit history on Github of how it went (https://github.com/hteumeuleu/celeste/commits/main?after=dd20c9898cbac5b25a40aa8...).
This is seriously so amazing! I’m only a few screens in, but you did an awesome job porting this to the Playdate from what I’ve seen so far. Controls and movement feel just as smooth and precise as the original! I do miss the original soundtrack, but I understand why it had to be changed and I can always just listen to it on my phone while playing if I want (not that there’s anything wrong with the music in the port, I’m just used to the original)
Thank you for your kind words. However, please note that the music in this port is the exact same as the original one. This is a port of the original Celeste Classic for PICO-8, not a port or demake of the popular Celeste game on modern consoles. It was made by the same two core people than the Celeste game on consoles, Maddy Thorson and Noel Berry. They deserve all the credits for the controls, movement and soundtrack.
Hey there. Thanks for your kind comment. I’m not very familiar with Terraria, but by the look of it, it doesn’t seem like the source code is available, and the game looks graphically very far from the Playdate’s constraints. I’m sure a demake would be possible but I don’t feel up for it.
The FPS counter appears or disappears whenever you do a full crank turn. (But in practice it toggles just by hitting the zero degree spot which is upwards.) I should probably move this to its own option menu screen at some point. Thanks for your feedback.
Awesome port, I thoroughly enjoyed playing it on the playdate.
I did notice one "bug" though. In the original pico 8 version, collecting strawberries gives you back your boosts, like balloons. However in this version, you don't get your boosts back from strawberries. This is pretty unnoticeable unless you are trying to speedrun the game, in which it means some strategies are broken. Great port though, thanks for bringing this game to playdate!
I actually found one more bug. This one is even more of an edge case, and I'm surprised I even found it. On 700M, if you are on a cloud and the cloud brings you into the spikes, the spikes will just push you off the cloud instead of killing you. I tested on the Pico version and the spikes should kill you.
Oh wow, thanks for reporting this. Collisions with spikes is indeed something I had to heavily work on to improve performance. And I guess I messed something up here… I'll look into this and get you updated here as soon as I'll fix it. Thanks again for reporting this bug.
Same here! And I don't want to bypass anything with assists, nor do I want to seek out spoilers, but I feel like I'm totally missing something. I read a comment above about the crank above and maybe that's what I'm missing...
So much fun. Made my way up the mountain in one sitting and loved the gameplay loop of theorizing a path and testing it instantly.
Very thankful the for near instantaneous respawns and the magic you created in the physics/movement on the Playdate. Easily the best feeling platformer I have played yet.
Just to be clear: this is a port of the original Celeste game by Maddy Thorson and Noel Berry. I’m only responsible for bringing this to Playdate (making both the technical and graphical adjustments required to make it work).
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Absolutely excellent and what I consider the best and most "real" game on Playdate thus far.
What a great port. Can you give a bit more information on the port process? How hard would it be to port other pico games to PD?
Thank you for your kind words. My process was to first grab all game code and assets from the PICO-8 using command line exports from the PICO-8 dev kit. Then, since both PICO-8 and Playdate can use Lua, I polyfilled all functions used in the game in PICO-8 to work similarly on the Playdate. But this turned out to be terribly slow (around 5 FPS) and not very legible (not everything looked good straigtaway in 1-bit). So then I started the slow process of optimizing things part by part, both in code and graphism. Most of the time, this meant replacing things draw frame by frame in PICO-8 by using Sprites in the Playdate SDK. You can go through the commit history on Github of how it went (https://github.com/hteumeuleu/celeste/commits/main?after=dd20c9898cbac5b25a40aa8...).
This is seriously so amazing! I’m only a few screens in, but you did an awesome job porting this to the Playdate from what I’ve seen so far. Controls and movement feel just as smooth and precise as the original! I do miss the original soundtrack, but I understand why it had to be changed and I can always just listen to it on my phone while playing if I want (not that there’s anything wrong with the music in the port, I’m just used to the original)
Thank you for your kind words. However, please note that the music in this port is the exact same as the original one. This is a port of the original Celeste Classic for PICO-8, not a port or demake of the popular Celeste game on modern consoles. It was made by the same two core people than the Celeste game on consoles, Maddy Thorson and Noel Berry. They deserve all the credits for the controls, movement and soundtrack.
ohhhh ok, sorry for the confusion
Hey there. Thanks for your kind comment. I’m not very familiar with Terraria, but by the look of it, it doesn’t seem like the source code is available, and the game looks graphically very far from the Playdate’s constraints. I’m sure a demake would be possible but I don’t feel up for it.
Is the FPS counter supposed to be on in the shipping version? I assume that’s what’s in the upper left corner?
The FPS counter appears or disappears whenever you do a full crank turn. (But in practice it toggles just by hitting the zero degree spot which is upwards.) I should probably move this to its own option menu screen at some point. Thanks for your feedback.
Awesome port, I thoroughly enjoyed playing it on the playdate.
I did notice one "bug" though. In the original pico 8 version, collecting strawberries gives you back your boosts, like balloons.
However in this version, you don't get your boosts back from strawberries. This is pretty unnoticeable unless you are trying to speedrun the game, in which it means some strategies are broken.
Great port though, thanks for bringing this game to playdate!
Oh shoot! I never would have realized this. There was indeed a bug related to this. I fixed this and pushed a new version (1.0.2). Thank you!
Awesome!
I actually found one more bug. This one is even more of an edge case, and I'm surprised I even found it. On 700M, if you are on a cloud and the cloud brings you into the spikes, the spikes will just push you off the cloud instead of killing you. I tested on the Pico version and the spikes should kill you.
Oh wow, thanks for reporting this. Collisions with spikes is indeed something I had to heavily work on to improve performance. And I guess I messed something up here… I'll look into this and get you updated here as soon as I'll fix it. Thanks again for reporting this bug.
I was able to fix this issue and pushed a new release (1.0.3). Thanks again for your interest and for reporting this issue.
💯
Thank you!
you should make Celeste 2 as well
Thanks, I'll think about it!
Man I want this stupid little device so bad.
Just install the emulator to play its games
this is awesome!
What is this, a grand adventure about climbing a mountain and finding your true identity for ants?
Jokes aside this is an incredible remake. Kudos!!
I can't get past the first screen lmao. Killer job porting tho
Same here! And I don't want to bypass anything with assists, nor do I want to seek out spoilers, but I feel like I'm totally missing something. I read a comment above about the crank above and maybe that's what I'm missing...
`A` is for Jump. `B` is for a Dash. If you feel stuck, you can try looking for a let's play on Youtube to see the path you're supposed to take.
Un grand merci 👌
This is so cool
Very thankful the for near instantaneous respawns and the magic you created in the physics/movement on the Playdate. Easily the best feeling platformer I have played yet.
Just to be clear: this is a port of the original Celeste game by Maddy Thorson and Noel Berry. I’m only responsible for bringing this to Playdate (making both the technical and graphical adjustments required to make it work).
you should make a YouTube channel and document how you did it.
Excellent work, another game to play during call shifts :)
oh yeah everything seems fine here wait a minute🤣
Awesome!!! I loved playing it on Playdate.
This is awesome!
No way.
Wow, what an effort!! Well done can't wait to see you next project!! Well done!!