In the "Program" sprite you can write the code for your text-based game. To display any given bit of text, change the "Screen" variable such that every two digits represents the costume number on the "Renderer" sprite that you'd like to display. A full screen is 16x9, or 144 tiles. That means that "Screen" should always be 288 characters long. It can be frustrating to write out entire screens of text, so it's recommended to use "Join" blocks and display different elements on different parts of the screen. If you'd like to render tile-based projects besides text, change the sprites in the "render" sprite. You can have up to 99, but only 64 have been implemented. There isn't a symbol for zero, so use O (or 16) instead. I used red text on a dark gray background so that you can easily change the colour of the text. This feature will be added if I ever get around to making an engine.
Credit to PICO-8 for inspiration, and Nintendo for the Super Mario Bros. font that inspired my own. Credit to Microsoft for establishing the 16:9 standard that inspired the aspect ratio of the project. If anybody here is good at programming, feel free to send me a script that can convert text into screens. I wanted to make an engine out of this renderer, but I can't keep building out screens 144 tiles at a time.