Same controls as my regular engine. Altered debug mode controls though; see below. Unfortunately, tiles may appear to have space between them at some zoom levels (such as 0.8; use fullscreen to see). Tiles might also not fully appear at the edges of the screen regardless of zoom due to a limitation in Scratch. Change the slider for a fix to these two problems. That second problem can also be fixed instead by using TurboWarp's "remove boundaries" setting. Debug controls: 0: Toggle debug mode WASD: Move Q/E: Rotate object to place T: Change object to place Click: Place object R: Remove object Y: Toggle physics Space: Jump to level 1: Set collision layer to 1 2: Set collision layer to 2
Now complete! See the comments inside the project for how to use this. Please let me know if anything is unclear. This was rushed to release, unfinished, before the end of GSE-Fest https://scratch.mit.edu/studios/33675459. It's almost as if Sonic Team made this game! The level is also kinda empty, but that's just because I couldn't be bothered to add anything other than what was necessary to show off the changes I made to the engine lol I didn't make this *for* GSE-Fest though; I just happened to make it around the same time. I made it for use in my GHZ Act 1 remake https://scratch.mit.edu/projects/547309444 and Sonic Spectacle https://scratch.mit.edu/projects/711145577, because even in that demo with its unfinished level design, the vectors take a while to load with costumes of that size. So I think I'll redesign things to use tiles instead. Huge thanks to the people at Sonic Retro for helping me understand how layering works in the original Sonic games. Check out that guide for a better understanding of how to use it here.