---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) !!) - reworked the sand wisp's grapple to not require the extra variables (as a side effect it can also be dodged now if you time it right) - added platform entities the player can walk on (and hopefully at some point they'll be able to move him as they move) - added maths to the player's (and the entities') horizontal collisions so they end up flush with the wall similar to how they do it with the floor - added ability equip menu - removed debug command that equips abilities - made it so the player can glide again whenever they jump - made checkpoint tiles also register as a safe point - added Sand Wisp boss music by @jadgya to the test arena 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 [SPACE] or [ENTER] - select menu button [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