---Made for Team Falcon of Platformer Clash VIII--- !! DISCLAIMER !! This game was designed for use with a keyboard. As such any controls available to a mobile user will likely be harder to use. (Note: this does not include the level editor, as that is not part of normal gameplay. It DOES include the title screen, though that can still be controlled with the mouse if desired) !! IMPORTANT !! There's 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 it's strongly recommended 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 Updates (!! IN THIS PROJECT SPECIFICALLY, REMIXERS *PLEASE* UPDATE THIS LIST (AND CLEAR THE OLD ITEMS) !!) - changed the title screen again cause I thought the previous one I designed looked too much like this was some kind of climbing game - added mouse controls to the title screen menu (ugh /j) - split the tile rendering into editor and non-editor versions - added a second tile layer - added a filled rectangle tool to the editor - imported @--Enchanter--Extra's Echoing Wilds tiles - added "one-way" platform tile collision handling - added basic spike tiles and handling POST-@BotLuv's REMIX (since it only added levels) - added sand wisp entity (design courtesy of @PinkyPiggz) - added "safe edge" tiles to go on ledges around spikes; the player will move to the last one they touched if they hit a spike - imported my text engine - added one-way platform collision to the tops of pillars - fixed bug where at certain velocities you could fall through the one-way platforms - re-added the bugged one-way platforms as a separate tile shape: "-" - added basic trigger for the text engine (see player sprite for example use) - added option to unlock all colours+abilities on the command (press [-] then type "ALL") - adjusted player spawn point system - added checkpoint handling - added new page command to text dialogue engine - added basic npc prototype (including dialogue) - imported art from @aquaweiland (not much is actually used yet though) - swapped player health bar display to use 's art - added boss health bar handling - added an actual fill tool to the editor - swapped keybind for filled rectangle tool to [R] - improved handling for when camera/scene controller entities have bounding boxes larger than the screen size 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 cycles special tiles, 3-8 cycle coloured tiles (R, O, Y, G, B, P, respectively), and 9 cycles entities) --[Q] - toggle autotiling (you'd turn it off if you want to access a specific tile) --[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 the mouse position --[L] - switch to/create a specific scene --[O] - switch focused tile layer --[R] - use filled rectangle tool (here's some clearer instructions for use: hold [R], then click and drag a rectangle and it will fill it with the brush) --[F] - use fill tool "Temporary" controls [-] - unlock colours and abilities [,] - equip colour abilities Credit to Team Falcon of Platformer Clash VIII 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 Colour palette used for (at least) player, title screen, and enemies 'twilioquest-76' by a 'Kerrie Lake' on Lospec: https://lospec.com/palette-list/twilioquest-76 Credit to for the sandstone brick tiles ( )