The controls are the arrow keys or WASD, as well as the mouse to draw platforms, and Z to switch pens once unlocked.
I stole some script from Will_Wam. Credit to him for the collision/level change/Xv and Yv script. (That script is used for a lot of things) Update Log (starting with Multiple Enemies Update): Explanation for long break: So, It's been awhile since I last worked on it due to the poison pen being super buggy. It discouraged me for awhile, but I finally figured it out. I also have taken a computer science class and learned the mechanics of lists, which I will now heavily rely on. Coding: The reason being is because I can have all the data I need from the enemies' position, the player's spawn point, the amount of enemies, and so on, for each level. I don't have to assign those for each level when it starts. That's all efficiency and space though, the actual new mechanic is the levels can now have infinite enemies. I did this using a way to mimic 2d arrays. (it took me a little while to grasp it) Typing the values into the list is often annoying though due to the padding for the coordinates and "&"s being used to separate the different enemies' positions. What's new for you: In terms of levels, I've only added one, which displays the new mechanic. I plan to add a list that defines the enemies' pen speed for each level, so I can adjust a level's difficulty. Minor Fix (ink usage): So just a day later, I'm looking at another game with a similar concept (https://scratch.mit.edu/projects/170724578) that I found awhile ago because I wanted to fix this issue. (I'm jealous that someone with good Scratch coding skills got the idea way before me) So, after looking at the code used, I implemented it into the game, albeit in a much simpler form. The "ink left" variable is now called "ink left (not rounded)" while a new "ink left" is there just for display so it's easier on the eyes due to being rounded. A new problem has arisen however, there is seemingly much less ink than before now. I can fix it by either making ink run out slower, or make ink more plentiful. I will likely choose the former since it likely won't be as noticeable, yet the game still thinks you have as much ink as beforehand. Another new issue is more of a reversed issue than a new one. Now, instead of running out of ink quicker when you take your time drawing, the opposite is true. Now, if you use it too quickly, it will run out of ink with much less ink appearing on screen. Although, this is much less extreme than the issue before. I also made the pen color correspond with the selected pen. Another thing I did was give the enemies a fun little death animation because why not. Now that I think about it, I also want to add another list defining the amount of ink you get per level. I'm also likely going to add sound effects in the near future. New Level (9): I'm at school with time to kill, so I added a level just cause.