---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) !!) - added basic patrolling bug enemy - compacted @BotLuv's old man npc dialogue so it requires less separate interactions to get through it all - got rid of the separate editor music - got rid of the extra level codes - added midair attacking for the player - added sinkhole platform to sand wisp arena - added butterfly enemy - added border indication around the map area in the editor - added editor interface - renamed the test worlds since they're not just for testing anymore - imported @PW5Grant's Echoing Wilds levels - added area tag setting at scene creation - recoloured arrow tiles - fixed bug with sand wisp where it could get stuck in a hurt reaction state - fixed bug with sand wisp where melee attack box was not in the right place - added a compilation level of all of @BotLuv's sunbaked shallows levels - made the sand wisp change scene to the first Echoing Wilds scene on death Here's a controls list: [WASD] or [ARROW KEYS] - movement [W] or [UP ARROW] - jump; tap twice to double jump and hold to glide [Z] - dash [SPACE] - attack [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] - hold to display the grid coordinates of mouse pointer --[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