---Made for Team Falcon of Platformer Clash VIII--- Current features of the engine: - stamped tile engine (I could optimise this later) - a character - platforming physics - dash ability [SPACE] (only works midair) (requires that you've unlocked the colour R (Red)) - attack ability [SPACE] (only works on ground) (requires that you've unlocked the colour O (Orange)) - double jump ability (double-tap the jump key) (requires that you've unlocked the colour Y (Yellow)) - gliding ability (hold the jump key) (requires that you've unlocked the colour I (Indigo)) - bouncy swimming (as in you have to repeatedly tap the up key to go upwards, otherwise you slowly sink) (the water tiles require the colour B (Blue) to be unlocked) - climbing (press the up or down movement keys on top of a vine/climbable tile to grab it then move in that direction) (the vine tiles require the colour G (Green) to be unlocked) - basic editor ([0] to toggle, [MOUSE] to paint tiles, [1-9] to select brush, [E] to pick tile) - basic level saving Here's a controls list: [WASD] or [ARROW KEYS] - movement [W] or [UP ARROW] - jump; tap twice to double jump and hold to glide [SPACE] - dash [0] - toggle editor mode --Whilst in editor: --[CLICK] - paint tile (starting to paint over a tile with itself will erase it --[E] - set brush to the hovered tile --[1-9] - set brush (1 cycles non-coloured tiles, 2-8 cycle coloured tiles (R, O, Y, G, B, I, V, respectively), and 9 will cycle entities once I add them) Turns out I'd completely forgotten to mention what the key is to unlock a colour. It's [-]. PRESS [-] TO UNLOCK THE COLOURS. Thank you @XMate-Tech for reminding me, even if it was on @Connor-Hayes' remix that added a form of rule tiling Credit to @ChuckSploder for a bunch of the positioning math used when rendering the tiles, as well as the "ENCODING" character list used for the writing up the level save codes Also credit to @Griffpatch, cause I learned a bunch of the concepts from his tutorials awhile ago
IDK if it matches @ConnorHayes' progression.