-An advanced tile game engine, derived from @griffpatch's tutorials but extremely heavily modified. -This is the accumulation of all I've learned over the last 6 years of making and remaking tile engines, combining techniques and systems from Tetraverse, the Compass series, and Rubber Bandit. This engine is built off of a stripped-down and heavily modified version of Compass III: Vagabond. -Press 1 and 2 to load each of the sample levels and use WASD or arrows to move. -The purpose of this project is to provide a solid foundation for starting large-scale tile-based games; any and all features may be removed or built upon at the developer's will. Hopefully someone other than me can find this useful lol. -I think I added every feature I meant to, but if I didn't, uhh, idk. Features: Tile System: -Supports 1,000 HSV colors per tile, multi-layer rendering, camera zoom, per-tile rotation, up to 9 frames of tile animation per tile type, custom-height hazard hitboxes, and custom tile scale -Easily define tile types using simple custom blocks -Easily define which tiles can connect to each other using smart tiling -Built-in support for mob and tile entity spawning tiles -Optimized rendering with gap skipping and tile chunking -Built-in editor -Optimized level save/load system with very efficient level compression -Customizable amount of layers and layer sizes per level Entities: -Support for mobs and tile entities, as well as particles and projectiles -Automatic projectile hit detection for player and mobs with support for collision masks -Automatic spawning based on spawn-tile system -Mobs have support for customizable tile collision physics -Tile entities have a system that loads them in based on distance to camera, optimizing clone count Player: -Fully customizable physics in-code -Optional built-in procedural animation limb system -Effect volume system allows for custom camera control and background effects for areas in the level Text Engine: -Comfortaa font (you can change it if you want but it's really tedious, sorry) -Size, color, brightness, and ghost effect support -Can be called by any sprite using TEXT QUEUE list -Text wrapping support