this is just griffpatch's engine, but like better and not at all based off of griffpatch's engine CONTROLS arrows to move k to change layer, c to encode the level in a condensed form, hold e to let the player break some tiles CHANGELOG 0.1 - tiles are in and can render, working on adding layer detection and semisolidity, then it should be done 0.2 - tiles will now hide if the wrong layer is selected or if the tile is semisolid and the player is moving up 0.3 - levels can now be encoded! I tried to condense the data as much as possible to make it easier to post level codes in the scratch comments (if someone decides to make a level editor with this engine) im working on decoding trust 0.35 - some of the decoding is done, i just have a bit more work to do and then it should just be some optimizations 0.4 - decoding is fully done! i've decided to add breakable tiles and moveable tiles. breakable should be easier i think, so i'll start with that 0.5 - certain tiles can now be broken 0.51 - fixed a glitch with tiles at negative positions, however its not fully done yet since this means i need to update some encoding/decoding scripts. i dont think it should take too long though since the framework is already there 0.52 - added a visual for when the player can break tiles 0.55 - added a built in layer-switching tile 0.56 - added a "read me" sprite that contains more info about the inner workings of the engine
this has become much more difficult to continue developing (not from a morale shortage or anything; i really do need to finish developing this for the eventual sonic fangame, its just becoming more complex) ------------------------------------------------------------------------- 1059 blocks so far (in the tiles) uses my camera scrolling engine and the tiles from my Sonic physics engine (eventually this will supplant the tile engine there) note: the stutter at the beginning isn't lag, it waits for 0.1 seconds to ensure everything initializes correctly