Left, Right, Up, and Down arrows to demo movement. The local entity has multi-directional velocity calculations for easy top-down game creation. This base isn't meant to be complicated, just organized and such. Since everything is handled in stages, you will most likely have to refrain from using Wait statements. You can use the tick-count (CTickBase) for time based calculations instead. The maximum controllable tick-rate (CTickRate) that scratch can handle is 30-31 (it fluctuates). While messing around in CreateMove, if something causes the tick-rate to change, then it must be optimized correctly.
Stages and Uses: CreateMove - Movement and tick related things Paint_Traverse - Non-costume based rendering (pen, etc.) Frame_Render_Start - Anything that must be handled immediately and constantly (basically global Forever loop) This is based from Valve's Source Engine: https://github.com/ValveSoftware/source-sdk-2013