Work In Progress Controls for main game are here: https://turbowarp.org/873038602?fps=60&hqpen&size=640x360 Play on turbowarp here: https://turbowarp.org/892866072?fps=60&size=640x360&hqpen Editor Controls: Hit J to open the level editor wasdqe keys for player movement arrow keys for camera movement / key to move faster (next to the right shift button) u key to undo press 3 to open/close the placement menu Snap x, y and z allow you to snap dots to whole units or fractions of units along the x y and z axis. press space to place a dot at the player character's position (or you can also click on the clear dot that is at the player's position). The color of this dot will be the active color (pull up the color menu using the 2 key). Active size also allows you to change the size of this dot. click on a dot to open more options clicking on a transparent dot makes it solid (transparent dots are temporary and will disappear as soon as you close the editor) Clicking on a solid dot will pull up a grid of transparent dots, which you can click on to make solid. This will also change the active color as well. \ key to delete dots (click on the dot first to make that the active dot). The \ key is right underneath the delete key. press the z, x, and c keys to change which axes you are working on (z, x, and c keys represent the x, y, and z axes respectively). If you have all axes set to on, it will automatically choose which axes you are working on depending on the direction the camera is facing. press the 1 key to open the position menu here you can move the sliders to change the x, y, and z position of the dot you last clicked on by 100ths of a unit. You can also click on the small multicolored dots next to the base x y and z variables to type in the values manually. Press 2 to open the color menu, which has similar features to the x, y, and z menu. You can also press and hold the 4 key to use the color picker. In addition, you can also change the dot ID and Costume from this menu. (!!Warning!!) Please note that this will change the active ID and Costume, which means any dot you place after changing these values will have the new ID and costume applied, unless you change it back. These values are also changed to the ID and costume of any dot you click on. The ID and costume values can be checked in the notes (since these instructions are getting too long). Press the 1 or 2 key again, or click outside of the menu to close the menus (just make sure not to click on another dot or it will simply switch which dot is active). Click and drag to select multiple dots. After multi-selecting dots, hit 1 to copy and 2 to cut. Then hit v to paste. You can also hit the r key to rotate selected dots. Use the rx, ry, and rz sliders to rotate around the given axis. The origin will be set to one of the selected dots, hold 4 to pick a different dot for the origin. You can also use 4 for color picker to recolor several dots at a time, as long as you are not currently rotating. The rotate menu can only be closed by pressing r again (to avoid accidentally clicking out). hover over a dot and press 5 or 6 to place an NPC. 5 for characters, 6 is for enemies. press the p key to import or export levels press the p key again to hide the level code if you import a level, make sure to hit the j key to reload the level, otherwise it will not show up. Press m to change the music. this music will be part of the level code. I recommend using songs 0-2 (anything greater than 5 will play nothing). Press n to change the background (atmoshpere) color. You can also change the fog value (between 0 and 1, lower means less foggy). click on a dot and then press b to create flags. flags let you give labels to certain dots for programming purposes. flags are always applied to the active dot. If that dot already has a flag, you can type in a new name or type in \ (under the delete key) to remove the flag. You can also use this to rename stars and coins, just make sure they do not share names. (!!Warning!!) Copy/cut and paste will not copy flags, so keep that in mind. press k to place coins at the snap position (player position using the snap size variables to snap to whole numbers). review/hot keys: j to open the editor or reload the level wasdqe to move / to move faster zxc to turn on or off the xyz axes 1 to open the position menu (or to copy after multiselect) 2 to open the color menu (or to cut after multiselect) 3 for the placement menu 4 for the color picker 5 for character 6 for enemy \ to delete u to undo v to paste r to rotate n for atmosphere/fog m for music click on a dot to make it active click on transparent dot to place space to place a dot near the player p to import/export levels k to place coins Overall there are a lot of controls to get used to, but I'm trying to make things as user friendly as I can. Shoot me questions in the comments if you have any. Have Fun!
Credit to @uplift for the idea (check out his project: https://phosphorus.github.io/#166348948 ) Credit to Khan academy's Pixar in a Box Huge credit to @tbpatj for his tutorial: https://scratch.mit.edu/projects/18289574/ Credit to the scratchapixel website (look it up!) Credit to @The_Updator for part of the platformer script (from the Chirpy 5 demo: https://scratch.mit.edu/projects/522034803/ ) Credit to Nintendo for Super Mario 64 DS and Super Mario Galaxy. I drew some inspiration from them. I also used the tree sprites from 64 and the signs from Galaxy (recognize the name?) Credit to @xXName77Xx, I looked to his implementation of the DRE engine for ideas when trying to optimize: https://scratch.mit.edu/projects/796583181 credit to @Arzenist (might have been a different person, I wasn't able to find the project again) for binary insertion sort. I edited it a little bit for my own purposes. Credit to an anonymous friend for playtesting Here are the ID and Costume tables IDs: 0 - Standard 1 - No Collision 2 - Bouncy on just the top 3 - Bouncy on the top and sides 4 - Unused (would not recommend using this ID) 5 - ice 6 and above - Unused (same as 4) Costumes (use the name instead of numbers): 0 for spheres (the only one you should use a number for) tree snowtree sign sign2 empty (I use these to add extra collision, especially above trees to make the hitbox extra tall.) There are a couple of other costumes that you could use, but are mostly for specific purposes. Feel free to check the costumes in the dot_rend sprite for more, or you can add your own if you want to remix the project. I try to limit lag as much as possible Help and suggestions greatly appreciated. FPS Independent! It seems to be slightly faster in fullscreen. Built off of my own DMG-03D engine, click see inside or feel free to ask me questions for more details. I tried to leave lots of comments, but some areas still aren't very well commented yet. Goal was to make this playable in real time without websites like turbowarp/ phosphorus. Which, I think it's pretty good, but turbowarp is technically the superior way to play, so the link for turbowarp is: https://turbowarp.org/892866072?fps=60&size=640x360&hqpen After all, the HD pen and other features are well appreciated. The difference really is night and day. There are a number of potential glitches as well. Once again, suggestions are very much appreciated. Looking forward to improvements. Stuff that could use some help: Player physics optimization Level Editor/tools (levels would have to be rewritten with the new tools though) Glitches/collision problems, especially with moving platforms and enemies Enemy physics/collision detection optimization #3D #Games #Platformer #All (Do these actually do anything?)