This project must be run in TurboWarp (https://turbowarp.org/484368229) or any scratch mod that doesn't have the 200,000 list limit Instructions: W A S D keys to move Change Pen Size for Quality Texture Filtering = 0 uses Nearest Neighbour Texture Filtering = 1 uses Bilinear Filtering Texture Filtering > 1 uses Anisotropic Filtering ---How to create your own level:--- Go to https://imgconv.github.io Select an image file from your computer. Download the level data. Go to See inside here. Import the level data into the level data list. Clear the decompressed level data list. Now you are done!!
Update 29/01/2022: Created the image conversion website Update 23/01/2022: Anisotropic filtering is properly implemented now. It can still be impoved but I think this looks good enough. Gamma correction was added as well Update 05/02/2021: Now Level Data is LZ77 compressed which means larger textures can be stored within scratch's 200,000 list limit so I can upload this version. However, now this must be played in Turbowarp or any mod that doesn't apply this limit since apparently the limit is enforced as the decompression happens and not just at upload time. Update 26/01/2021: I added mipmapping to this game, you can see that by setting Anisotropy to 1. It makes the texture look smoother in the distance. But to accomplish this, the format of level data was changed and the C code that is used to generate the text file from RGBA raw gimp export is much longer than before and so it is included in "See Inside". Original Notes: Took the original Dawgles Project, then made it run without screen refresh, then changed level data so its already loaded and in ARGB format(explained below) and changed the drawing code so it directly sets pen color to the entry in the list. Otherwise, the project is the same as the original. ARGB format: ARGB format means color is stored as a number calculated as Blue + (2^8)*Green + (2^16)*Red + (2^24)*Alpha;with Red,Green,Blue and Alpha being from 0 to 255. To get the picture in ARGB format I first downloaded the picture of the map and opened it in gimp. Then, I exported the file as raw. Then I wrote a small C program to convert this file from binary to a text file that can be imported into scratch. Very Important: If you imported an ARGB format text file into level data, make sure to set the level width and level height variables to the correct value.