NOTE: I have only seen issues on the scratch side when it comes to REALLY low end computers. So you may most likely be fine running this in scratch unless you have a potato PC :) Turbowarp is recommended, but not required (slightly better looking graphics, better input handling, and fixes low-end device lag): https://turbowarp.org/1166325330/ CONTROLS: Arrow keys: Move Z/Enter: Interact, advance textboxes, select menu item X (turbowarp only: Shift): Run, quick dialogue boxes, back out of menu C (turbowarp only: control/command): Open menu, close menu, fastforward textboxes This project shows an example of some signs, textboxing, room data storing, inventory management, and a bit more (yes the japanese text engine takes 60% of the asset count) Stats: 3.5k blocks 400+ assets Supports: English, Japanese (kanji must be manually added) Supported languages (must download font and use turbowarp to import): Chinese (traditional/simplified, both included), Spanish, French, and any other roman language (uses roman text) for adding a new text character, you can just create a new costume with the character and you are set. For roman characters (that are currently not added) you will need to find the X size and add that to the "char.Length" list. then, add the character to the "chars" list I am posting this on main since I havent posted anything in awhile so uh, knock yourself out.
EDITOR (turbowarp only): hold "d" to open a specific room number. to open a new room number, select a number (a whole number, non-negative) that is higher than the amount of rooms in the project. to open: hold S and V when clicking flag tile select: press C to open the prompt place tile: space move tile: arrow keys quick adjust tile: Z/X switch layer: 1/2/3/4 (layer 2 is interactions/collision, 3 is tile walk sensors, 4 is overlayed ontop of the player) save: press "u" new world: press "n" and follow the prompt. this asks for the grid size in tiles. to set an interaction: 1 - click "see inside" 2 - open the "_interactions" list 3 - hover your mouse over the interaction item you want to get its "int" value 4 - take this int value and edit that item number in the "_interactions" list (or add an item there) 5 - use the text engine format to make the tiem show: stored like this: topic\# (NOTE THIS IS A BACKSLASH NOT A FORWARD SLASH) TEXT EDITING: It is recommended that you make the text in a seperate file. The text engine uses it's own markup language, similar to HTML, and has tags. A list of these tags can be found in the text engine. the format for a text item is this: system1\* the first string is the topic, then the number is the interaction ID, and the backslash indicates a start for a textbox. the * symbol (different from *) is used to indicate a new line. Not required but recommended. lists of default topics: system: System messages, or things seen from interacting with objects chest: Opening a chest (duh) check: From using a check HOW TO CREATE A LOADING ZONE: you use two numbers, seperated by a backslash. In the "_grid" list, there are two items at the start. you can keep infinitely adding items as long as its two items before the line that says "TEXT" these items are the X/Y positions of where a loading zone would take you (first value X, second Y). items are picked out of this list starting from an integer of "0" these items are kept in the "_interactions" list and are stored like this: #\# the first number is the room you are going to, and the second is the loading zone you are at. for example, take this list: 0 0 230 240 30 TILES and our loading zone is "1\1" our X/Y position would be 230/240 if our loading zone was "1\0" then we would be at 0/0