---Made for Team Falcon of Platformer Clash VIII--- !! IMPORTANT !! I've added a comment inside the "Tiles" sprite for people to reference when adding new tiles. If you are planning on remixing this project to add more tiles, and haven't done so before, then I strongly recommend you read it cause it'll explain what all the relevant lists do and what values you need to put in them for each new tile you add 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) - 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 - automatic rule tiling (without inner corners) ([Q] while in editor to toggle) - basic entity handling (including hit detection) - scene/room switching 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 cycles entities) --[Q] - toggle autotiling --[M] - set spawn values for the hovered entity (specific entity types will need to be hardcoded to know what values to set) --[P] - display coordinates of the tile under at the mouse position --[L] - switch to/create a specific scene 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 ' remix that added a form of rule tiling Credit to 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 , cause I learned a bunch of the concepts from his tutorials awhile ago Credit to for the sandstone brick tiles ( )