exok / celeste64 Goto Github PK
View Code? Open in Web Editor NEWA game made by the Celeste developers in a week(ish, closer to 2)
A game made by the Celeste developers in a week(ish, closer to 2)
A bit of a strange issue, I can launch the game just fine using the precompiled binaries or using a local build, but when I click on the game or tab to the window using the keyboard, it crashes to desktop with no error message.
I'm running a Manjaro Linux installation and as of version 1.1.1, controller inputs are simply not being detected. Previous versions work, but not 1.1.1. My controller is an 8BitDo Ultimate C Wired.
% ./Celeste64-v1-2/Celeste64
Celeste 64 v.1.1.1
Foster: v0.1.18
Platform: Darwin 23.3.0 Darwin Kernel Version 23.3.0: Wed Dec 20 21:30:27 PST 2023; root:xnu-10002.81.5~7/RELEASE_ARM64_T8103 (Arm64)
Framework: .NET 8.0.1
SDL: v2.30.0
OpenGL: v4.1 Metal - 88, Apple M1
FMOD Bindings: v20218
FMOD: v20218
WARNING: Output of vertex shader 'v_col' not read by fragment shader
WARNING: Output of vertex shader 'v_type' not read by fragment shader
WARNING: Output of vertex shader 'v_color' not read by fragment shader
Loaded Assets in 1324ms
% ./Celeste64-v1/Celeste64
Celeste 64 v.1.1.1
Foster: v0.1.18
Platform: Darwin 23.3.0 Darwin Kernel Version 23.3.0: Wed Dec 20 21:30:27 PST 2023; root:xnu-10002.81.5~7/RELEASE_ARM64_T8103 (Arm64)
Framework: .NET 8.0.1
SDL: v2.30.0
OpenGL: v4.1 Metal - 88, Apple M1
FMOD Bindings: v20218
FMOD: v20218
WARNING: Output of vertex shader 'v_col' not read by fragment shader
WARNING: Output of vertex shader 'v_type' not read by fragment shader
WARNING: Output of vertex shader 'v_color' not read by fragment shader
Loaded Assets in 748ms
This secret sign is readable without breaking the wall in front of it first:
I'm using a self-compiled build of 52240c1 on macOS.
Hello, I have successfully created a Flatpak build for Celeste 64.
I was wondering if this is something you'd be interesting in supporting yourselves in an official manner and publish Celeste 64 to Flathub. If so, I'd be happy to share with you the flatpak manifest file and the command used to build Celeste 64, and directions on how to publish it on the Flathub Linux app store.
If you're not interesting in supporting it officially yourselves, I'd be more than happy with your permission to submit and publish it to Flathub, including future updates, this will make Celeste 64 readily available in a packaging format that is supported by all major Linux distros (including the Steam Deck if I am not mistaken?) in secure sandboxed environment that is almost effortless to install and launch.
Please let me know :)
Need a submenu to rebind controls, but it's a bit complicated.
The game doesn't seem to account for getting stuck inside of collision, wondering if this might be intentional but then again it leads to stuff like this which feels blatantly wrong.
https://github.com/ExOK/Celeste64/assets/69372252/7da6ba38-970b-46be-935c-e0dd0c7ea4ea
To me you should be getting squished and killed here like you would in the original game.
Is this an error or is this intentional?
I started playing at around 01:30. When I reached the top platform where it displays the timer, I took a screenshot and it seemed to be accurate with regards to how long I was playing showing 44:29 at 02:15.
I then collected some more strawberries and returned to the top platform at 02:31, and it showed 57:58. This still seems to be reasonably accurate as I did tab out to take the screenshot.
I then did another tape level, and at 02:50 it displayed 01:16:52, again seeming to be accurate.
After collecting all of the strawberries at 03:15, I enabled the timer in the settings menu to see how long everything took. I would have expected it to show around 01:40:00, however for some reason it showed 02:40:50.
The same time is displayed on my save file, so it's not just the ingame display.
I had tabbed out of the game for a couple of minutes at one point so I think the minutes might be accurate, but for some reason it seems like an extra hour was added to the timer.
I posted the screenshots in Discord when I took them so I can be sure of the time they were taken, and they definitely aren't correct.
After getting out of the cassette level (and giving up on it) and wandering around the game crashed and I got this Log file.
Not sure how to properly create an issue, and I just wanted to report the crash.
Error Log (1/29/2024 11:15:25 PM)
Call Stack:
System.ArgumentOutOfRangeException: fieldOfView ('NaN') must be greater than '0'. (Parameter 'fieldOfView')
Actual value was NaN.
at System.ArgumentOutOfRangeException.ThrowLessEqual[T](T, T, String)
at Celeste64.Camera.get_Projection() in /home/noel/Projects/Celeste64/Source/Graphics/Camera.cs:line 128
at Celeste64.World.Render(Target) in /home/noel/Projects/Celeste64/Source/Scenes/World.cs:line 633
at Celeste64.Game.Render() in /home/noel/Projects/Celeste64/Source/Game.cs:line 288
at Foster.Framework.App.Tick()
at Foster.Framework.App.Run(String, Int32, Int32, Boolean )
at Foster.Framework.App.Run[T](String, Int32, Int32, Boolean )
at Celeste64.Program.Main(String[]) in /home/noel/Projects/Celeste64/Source/Program.cs:line 23
Game Output:
Celeste 64 v.1.0.1
Foster: v0.1.14
Platform: Microsoft Windows 10.0.19045 (X64)
Framework: .NET 8.0.1
SDL: v2.28.5
OpenGL: v3.3.13399 Core Profile Forward-Compatible Context 15.201.1151.1008, AMD Radeon HD 6450
FMOD Bindings: v20218
FMOD: v20207
Loaded Bank: C:\Users\*\Desktop\Celeste64-win-x64\Content\Audio\Master.strings.bank
Loaded Bank: C:\Users\*\Desktop\Celeste64-win-x64\Content\Audio\Master.bank
Loaded Bank: C:\Users\*\Desktop\Celeste64-win-x64\Content\Audio\music.bank
Loaded Bank: C:\Users\*\Desktop\Celeste64-win-x64\Content\Audio\sfx.bank
Loaded Assets in 1758ms
Strawb Count: 20
Loaded Map '1' in 268ms```
X button on dualshock controller seems to be acting as both a jump and a pause sometimes. The issue seems to be related to Steam running at the same time, killing the Steam process in task manager seemed to fixed this in c64 for me. The issue didnt occur with xbox 360 controller, have seen other people mention similar things happening with non-xbox controllers though.
I think we need a rom for the Nintendo 64
i think it would feel really good if skid jumps went higher when you have more momentum e.g with a wave dash kinda like in pseudoregalia
i tried doing this by assigning new(velXY, velXY.Length())
here but this didn't seem to have much of an effect and there's probably some stuff i don't know about which means just this doesn't work
LIBC requirements are much higher than indicated in https://github.com/dotnet/core/blob/main/release-notes/8.0/supported-os.md
this is due to building some of the native libraries on ubuntu jammy. It is desirable to continue using jammy as it is the minimum version required to have proper wayland support in SDL (if you attempt to use focal to build, you will either have wayland disabled in the build or have missing symbol errors when trying to run the build on a newer distro).
the release notes should instead specify:
Linux: GLIBC 2.35+ Distros x64, ARM64, and ARM32
or something similar
Game should stop you from climbing up over ledges into spikes, like normal 2D Celeste does.
edit: and around corners into spikes (if you're moving left/right to wrap around an edge)
I really like the idea of Celeste64!
Because I use my ChimeraOS PC at my TV for Gaming exclusively, could you please release it on Steam?
It would also make the game available for a much larger audience, like people owning a Steam Deck.
Thx!
Was able to build an run on ARM64 linux (test system Nintendo Switch). Needed to download the ARM64 binaries from FMOD and build FostFramework/Foster from source (see the github actions there for simple build commands) and place the files manually but otherwise it works well.
Hope that official ARM64 and ARMhf Linux builds can be made (since FMOD supports both and that is the limiting factor)
To be precise when I turn off fullscreen the game still fills the whole screen and I can't move or scale the game window
On linux I'm getting a GL (ERROR:HIGH) GL_INVALID_OPERATION error generated
which only recently started happening. Probably something I just broke in Foster.
having fun so far, but it's a little miserable to play with a keyboard. is there any chance we could get controls that bring it more in line with other pc 3d platformer controls? (e.g. a hat in time)
for example you can move with wasd, move the camera with the mouse, jump with space, and do dash/grab with left and right click?
When changing between the different inverted camera options in the Options submenu, all the other options shift around slightly.
If you talk to a character or sign, the player will navigate a certain distance away from the character. However if the player talks to either Theo or Baddy at the edge of the platform she will walk off the edge and start hovering. (See photo below)
The player will stop hovering and fall when they exit the dialogue.
Screenshot is from the 1.0.1 Linux build, but it likely also occurs on Windows. It's not really a big deal in my opinion but I can see how someone could find it annoying if they just reached the top of a tower and fall when they talk to one of the characters.
I am an inverted camera enjoyer. In other words, I like it when the camera goes the opposite direction of how it currently goes in Celeste 64. I would like to request a checkbox be added to the options which inverts the camera controls. You could add two separate boxes for invert-x and invert-y, but it wouldn't benefit me. I've also seen this implemented as an option box with the options Normal, Invert-X, Invert-Y, and Full Inverted or something like that.
Also awesome game!!! Thank you so much!!!
For example if you run dotnet publish -r win-x64
from Linux it will copy the linux FMOD libs to the publish directory, instead of the Windows ones. These entries need to check for the target platform, not the current one:
<ItemGroup Condition="$([MSBuild]::IsOSPlatform('Linux'))">
<Content Include="Source/Audio/FMOD/libs/lib64/**" CopyToOutputDirectory="PreserveNewest" Link="%(Filename)%(Extension)" />
</ItemGroup>
<ItemGroup Condition="$([MSBuild]::IsOSPlatform('Windows'))">
<Content Include="Source/Audio/FMOD/libs/x64/**" CopyToOutputDirectory="PreserveNewest" Link="%(Filename)%(Extension)" />
</ItemGroup>
<ItemGroup Condition="$([MSBuild]::IsOSPlatform('OSX'))">
<Content Include="Source/Audio/FMOD/libs/osx/**" CopyToOutputDirectory="PreserveNewest" Link="%(Filename)%(Extension)" />
</ItemGroup>
Upon launching the executable it fails to load the shared object libfmod.so
or one of its dependencies with the notice that the file is too short.
Error log is provided here
If you remain standing on the highest falling platforms around the central skyscraper, the platform stops before it hits the death plane, but turns invisible, so the player falls down but remains standing on apparently thin air. And then your character can instantly warp back up to where the platform was and fall again.
For clarity, when I say "Switch compatible", I mean my 8BitDo SN30 pro+ in Switch mode. I haven't tested any other Switch controllers. These controllers have a button layout like this:
X
Y A
B
Usually when games (using SDL I guess, or some library that wraps SDL?) detect a controller with this configuration, they set B to confirm / jump / etc, and A to cancel. Celeste does this, for example.
Celeste 64 appears to recognize that my "B" button is a "B" button, but treats it as cancel. So if I press this button on the start screen, the game quits instead of starting.
My controller has the option to switch to XBOX mode with a key combination, and when I do that it works correctly with Celeste 64.
This might be an issue on Windows too, but I haven't tested it.
I think game options should be in a submenu as there are going to be too many in not-too-long, similar to how 2D Celeste does it.
Currently, without a license, the project is considered source-available, but without terms defining what it can be used for, it presents a potential legal issue for those who wish to study the source and use any learnings in their own projects, or to modify and redistribute the game.
Popular license choices include Apache and MIT which are permissive licenses allowing for derivative works to be released without making the source modifications available, and GPL which is a copyleft license ensuring that any modifications published are required to share their changes.
Adding a license to the repo would clear up any confusion about the terms this code is released under!
1 seconf of input lag steam deck
Not sure if I'm supposed to open a new ticket or respond to #76 so my apologizes in advance. I'm getting the exact same error log found in that issue with the message "System.DllNotFoundException: Dll was not found"
I have extracted the v1.1.1 zip file and have confirmed that the Foster DLLs are in the same folder as the Celeste64.exe. I tried renaming the folder to "Celeste64-win-x64" and then "Celeste64" but neither of them fixed the issue.
I'm using a fresh install of Windows 11. Also downloaded .NET 8.0.2 and 8.0.1, still no changes.
EDIT: v1.0.1 has the same issue as well.
Constant fields' names are swapped here:
Celeste64/Source/Audio/Events.cs
Lines 22 to 23 in 52240c1
May or may not result in the incorrect sounds being used, don't know1.
More specifically: I don't know whether how they're used in the source is correct anyway or not. ↩
Edit the timer in some way to make it stop in a more consistent way, being in the ending area is too loose of a requirement as you have to get to the ending area to get the final strawberry. I've edited my local version to immediately update Badeline's talk flag and to update the timer only when the talk flag is 0.
Not an issue, but wanted to let others know that this runs perfectly wonderfully on OSX with no weird WINE or compatibility layers.
Just download and install .NET 8 from Microsoft:
https://dotnet.microsoft.com/en-us/download/dotnet/8.0
Clone the repository
gh repo clone ExOK/Celeste64
cd Celeste64
Fetch Nuget dependencies
dotnet restore
Run the game
dotnet run
Thank you for this wonderful project -- it's fantastic! :)
M1 Macbook Pro running Sonoma 14.2.1
Hi,
I'm trying to port Celeste 64 to low-power ARM devices, but I'm running into a series of problems which will require me to maybe rework certain aspects of the assets to be possible, such as improving renderer performance (atlasing/etc), ensure the renderer works on OpenGL ES (maybe port to 2.x? unsure how doable) and debug/workaround why the game is failing to render on mali devices (panfrost/blobs both fail to render in different, interesting ways).
What is the stance on redistributing a port of Celeste 64 itself, instead of a fangame/etc? I would redistribute these free of charge (repo on github with prebuilt binaries, or a package containing the original game plus patches depending on stipulations).
Continuation of PR #37. Do something about silhouettes with the feather (and maybe in general)
When I see #63,I'm realize out to express the importance of the "rebind controls" functionality for me, as I play Celeste using a non-QWERTY keyboard layout.
When I exploring the source to understand how controls are configured, I stumbled upon the ControlsConfig.cs file, which seems to predefine the control keys for the game. Given my limited experience with C# (becase this is my first time diving into C# code), I attempted to modify the ControlsConfig to suit my needs. Unfortunately, my changes did not take effect as I had hoped.
How do I successfully make changes to ControlsConfig?
I installed the prebuilt game off of itch, extracted it, ran the main file inside... but to no avail. I've scoured the internet for fixes but I can't figure out why Celeste64 won't open. I receive an error related to OpenGL but I'm not sure if this is a game thing or something that I need to fix on my pi. Not a lot of information is out there about this error so I thought I'd come to the source.
Really hope you guys can get it working as I would love to play this on my pi. Cheers!
After downloading the 1.1.1 from Celeste64's Itch.io page I noticed Nintendo Switch controllers are inverting the functions (B is Confirm/Jump and A is Cancel/Back/Dash)
Went looking in the commits and found the swithing happening in commit af97562
If the new placement is intended then information on screen must be updated accordingly to reflect the new functions; if not than I believe this commit is the key for the strange behaviour.
When playing with an xbox controller, the mouse is visible on the screen.
This is present in the windows version : 1.1.1
When 8BitDo is in Switch compatibility mode the game doesn't recognize it as a Nintendo controller and show the correct GUI (vendor 0x2dc8 and product 0x6002). Separating issue from #20
To reproduce:
[0: jneen@lavender tmp ] $
; uname -a
Darwin lavender.[REDACTED] 23.3.0 Darwin Kernel Version 23.3.0: Wed Dec 20 21:30:44 PST 2023; root:xnu-10002.81.5~7/RELEASE_ARM64_T6000 arm64
[0: jneen@lavender tmp ] $
; dotnet --version
8.0.101
[0: jneen@lavender tmp ] $
; git clone https://github.com/ExOK/Celeste64
Cloning into 'Celeste64'...
remote: Enumerating objects: 422, done.
remote: Counting objects: 100% (21/21), done.
remote: Compressing objects: 100% (18/18), done.
remote: Total 422 (delta 3), reused 9 (delta 3), pack-reused 401
Receiving objects: 100% (422/422), 25.20 MiB | 23.06 MiB/s, done.
Resolving deltas: 100% (70/70), done.
[0: jneen@lavender tmp ] $
; cd Celeste64/
[0: jneen@lavender Celeste64 ] -> main $
; git rev-parse HEAD
52240c15f035c66e7131161f97fa003e696aa7ee
[0: jneen@lavender Celeste64 ] -> main $
; dotnet restore
Determining projects to restore...
Restored /private/tmp/Celeste64/Celeste64.csproj (in 165 ms).
[0: jneen@lavender Celeste64 ] -> main $
; dotnet run
Celeste 64 v.1.0.1
Foster: v0.1.14
Platform: Darwin 23.3.0 Darwin Kernel Version 23.3.0: Wed Dec 20 21:30:44 PST 2023; root:xnu-10002.81.5~7/RELEASE_ARM64_T6000 (Arm64)
Framework: .NET 8.0.1
SDL: v2.28.5
OpenGL: v4.1 Metal - 88, Apple M1 Max
FMOD Bindings: v20218
FMOD: v20218
Loaded Bank: /private/tmp/Celeste64/bin/Debug/net8.0/../../../Content/Audio/Master.strings.bank
Loaded Bank: /private/tmp/Celeste64/bin/Debug/net8.0/../../../Content/Audio/Master.bank
Loaded Bank: /private/tmp/Celeste64/bin/Debug/net8.0/../../../Content/Audio/sfx.bank
Loaded Bank: /private/tmp/Celeste64/bin/Debug/net8.0/../../../Content/Audio/music.bank
WARNING: Output of vertex shader 'v_col' not read by fragment shader
WARNING: Output of vertex shader 'v_type' not read by fragment shader
WARNING: Output of vertex shader 'v_color' not read by fragment shader
Loaded Assets in 451ms
[139: jneen@lavender Celeste64 ] -> main $
; echo $?
139
What I observe when I run the game with dotnet run
is that the game opens, transitions to full screen, and then immediately closes. Every once in a while I've been able to get it to load the opening animation, but then it immediately closes again.
My partner has tested on her Intel mac and it seems to work okay.
Thank you so much for this game, I'm super hyped to play it. I hope this report is helpful, and I'm happy to test anything you like.
Cheers!
jneen
Are they any plans to implement support for multiple languages/language selection?
My team would love to do an Arabic localization for this. The technical end of RTL shouldn't be a challenge as long as a Localization system is in place.
Celeste 64 v.1.0.0
Error Log (29/1/2024 21:27:32)
Call Stack:
System.AggregateException: One or more errors occurred. (The input string '.5' was not in a correct format.)
---> System.FormatException: The input string '.5' was not in a correct format.
at System.Number.ThrowFormatException[TChar](ReadOnlySpan`1)
at System.Number.ParseFloat[TChar,TFloat](ReadOnlySpan`1, NumberStyles, NumberFormatInfo)
at System.Single.Parse(ReadOnlySpan`1, NumberStyles , IFormatProvider )
at System.Single.Parse(String, NumberStyles, IFormatProvider )
at System.Single.Parse(String, IFormatProvider )
at System.Convert.ToSingle(String, IFormatProvider)
at System.String.System.IConvertible.ToSingle(IFormatProvider)
at System.Convert.ChangeType(Object, Type , IFormatProvider)
at System.Convert.ChangeType(Object, Type )
at Sledge.Formats.Map.Objects.Entity.GetProperty[T](String, T)
at Sledge.Formats.Map.Objects.Entity.GetFloatProperty(String, Single)
at Celeste64.Map..ctor(String, String) in C:\Users\thenb\Projects\Celeste64_Dev\Source\Map.cs:line 122
at Celeste64.Assets.<>c__DisplayClass20_1.<Load>b__0() in C:\Users\thenb\Projects\Celeste64_Dev\Source\Assets.cs:line 76
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__281_0(Object obj)
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread, ExecutionContext, ContextCallback, Object)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread, ExecutionContext, ContextCallback, Object)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task&, Thread )
--- End of inner exception stack trace ---
at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean)
at System.Threading.Tasks.Task.Wait(Int32, CancellationToken)
at System.Threading.Tasks.Task.Wait()
at Celeste64.Assets.Load() in C:\Users\thenb\Projects\Celeste64_Dev\Source\Assets.cs:line 181
at Celeste64.Startup.BeginGame() in C:\Users\thenb\Projects\Celeste64_Dev\Source\Scenes\Startup.cs:line 16
at Celeste64.Startup.Update() in C:\Users\thenb\Projects\Celeste64_Dev\Source\Scenes\Startup.cs:line 46
at Celeste64.Game.Update() in C:\Users\thenb\Projects\Celeste64_Dev\Source\Game.cs:line 122
at Foster.Framework.App.<Tick>g__Update|69_0(TimeSpan)
at Foster.Framework.App.Tick()
at Foster.Framework.App.Run(String, Int32, Int32, Boolean )
at Foster.Framework.App.Run[T](String, Int32, Int32, Boolean )
at Celeste64.Program.Main(String[]) in C:\Users\thenb\Projects\Celeste64_Dev\Source\Program.cs:line 19
Game Output:
Celeste 64 v.1.0.0
Foster: v0.1.13
Platform: Microsoft Windows 10.0.22621 (X64)
Framework: .NET 8.0.0
SDL: v2.28.5
OpenGL: v3.3.0 NVIDIA 546.26, NVIDIA GeForce GTX 1650/PCIe/SSE2
FMOD Bindings: v20218
FMOD: v20207
Loaded Bank: C:\Users\avi\Downloads\Celeste64-win-x64\Celeste64-win-x64\Content\Audio\Master.strings.bank
Loaded Bank: C:\Users\avi\Downloads\Celeste64-win-x64\Celeste64-win-x64\Content\Audio\Master.bank
Loaded Bank: C:\Users\avi\Downloads\Celeste64-win-x64\Celeste64-win-x64\Content\Audio\music.bank
Loaded Bank: C:\Users\avi\Downloads\Celeste64-win-x64\Celeste64-win-x64\Content\Audio\sfx.bank
I believe this might have to do with my PC currently being in a bizarre mixture of English and Spanish settings, with regional formats being set to Spanish (Argentina); I changed that specific setting to English (United States) and the game launches now.
here is the error:
Celeste 64 v.1.1.1
Error Log (02/08/2024 20:57:10)
Call Stack:
System.TypeInitializationException: The type initializer for 'Foster.Framework.Platform' threw an exception.
---> System.DllNotFoundException: Dll was not found.
at Foster.Framework.Platform.FosterRegisterLogMethods(FosterLogFn, FosterLogFn, FosterLogFn, Int32)
at Foster.Framework.Platform..cctor()
--- End of inner exception stack trace ---
at Foster.Framework.Platform.ToUTF8(String& )
at Foster.Framework.App.Run(String, Int32, Int32, Boolean , Renderers )
at Foster.Framework.App.Run[T](String, Int32, Int32, Boolean , Renderers )
at Celeste64.Program.Main(String[]) in D:\a\Celeste64\Celeste64\Source\Program.cs:line 25
Game Output:
Celeste 64 v.1.1.1
Foster: v0.1.18
Platform: Microsoft Windows 10.0.19045 (X64)
Framework: .NET 8.0.1
if someone knows how to fix it, please tell me.
ErrorLog.txt
I was able to start the game once but without audio. Now I cannot start the game.
Celeste 64 v.1.0.1
Error Log (1/31/2024 7:56:59 AM)
Call Stack:
System.NullReferenceException: Object reference not set to an instance of an object.
at Celeste64.Audio.LoadBank(String) in /home/noel/Projects/Celeste64/Source/Audio/Audio.cs:line 147
at Celeste64.Audio.Load(String) in /home/noel/Projects/Celeste64/Source/Audio/Audio.cs:line 127
at Celeste64.Assets.Load() in /home/noel/Projects/Celeste64/Source/Assets.cs:line 125
at Celeste64.Startup.BeginGame() in /home/noel/Projects/Celeste64/Source/Scenes/Startup.cs:line 16
at Celeste64.Startup.Update() in /home/noel/Projects/Celeste64/Source/Scenes/Startup.cs:line 46
at Celeste64.Game.Update() in /home/noel/Projects/Celeste64/Source/Game.cs:line 123
at Foster.Framework.App.g__Update|69_0(TimeSpan)
at Foster.Framework.App.Tick()
at Foster.Framework.App.Run(String, Int32, Int32, Boolean )
at Foster.Framework.App.Run[T](String, Int32, Int32, Boolean )
at Celeste64.Program.Main(String[]) in /home/noel/Projects/Celeste64/Source/Program.cs:line 23
Game Output:
Celeste 64 v.1.0.1
Foster: v0.1.14
Platform: Microsoft Windows 10.0.22631 (X64) ---im using win 11---
Framework: .NET 8.0.1
SDL: v2.28.5
OpenGL: v3.3.0 NVIDIA 546.17, NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2
FMOD Bindings: v20218
FMOD: v20207
Loaded Bank: E:\Celeste64-win-x64\Content\Audio\Master.strings.bank
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