---Made for Team Falcon of Platformer Clash VIII--- --PW5Grant Notes: -- To access the level, go to Editor mode (press 0), press L and type "Test Wrold3" SPELLED WRONG!!! This is a general concept of Echoing Wilds and IS NOT FINISHED! I used sandstone tiles because we don't have echoing wilds tiles yet (@--Enchanter-- is working on them), so later, when we do have echoing wilds, I or someone else could probably pollish it. -- End of Notes -- Current features of the engine: (!! remixers (ESPECIALLY FELLOW MEMBERS OF TEAM FALCON) please replace this section with a list of things you've changed !!) - 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 ability R (Red)) - attack ability [SPACE] (only works on ground) - double jump ability (double-tap the jump key) (requires that you've unlocked the colour ability B (Blue)) - gliding ability (hold the jump key) (requires that you've unlocked the colour ability Y (Yellow)) - 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 [-] (temporary) - unlock colours and colour abilities [,] (temporary) - equip unlocked colour abilities [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 cycles special tiles, 3-8 cycle coloured tiles (R, O, Y, G, B, P, 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. Thank you 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 ( )