A test for a scrolling RPG that I had in the works, I've put it to use for OrbleoOfficial's RPG testing. The world can have as many cells as you can draw, so long as you name them correctly. Current Features: - RPG Scenes are essentially infinite, being made of a grid of cells. Each cell has a name like "0,0", "1,0", etc. If you name a costume after one of these cells, it will become the background for that part of the world. - This RPG engine makes use of Griffpatch's Sprite Layering system, with lower sprites being sorted towards the front. - For every scene, there can be Props. Props are simple objects that can have costumes, positions, and hitboxes attributed to them. It is possible for specific prop types (Pinwheels and Fires for example) to have extra attributes. They can be applied once during a "When I start as clone" script, or applied during every game tick under the "Prop Attributes" custom block. - Props have a y offset attribute. To sum it up, Props use their y position to determine what layer they are on. This y position is the center of the prop, which can cause the layering to appear broken if the costume extends below the center. The y offset attribute fixes this by adjusting the position of the sprite without affecting the layering. Leaving the y offset as blank while placing a prop will result in the project measuring the costume to automatically create a y offset, but certain props like the Pinwheel use a custom y offset to position them in a specific way. - As well as Props, scenes can now have Actors. While the two share a lot of code, Actors have a few new attributes, as well as the ability to store text and text formatting. - Speaking of text, development of the Text Engine is now underway! It allows for each NPC to set their own combination of text size, color, and brightness, as well as having room for custom effects. - RPG Scenes can be saved and loaded via the World Storage sprite. (Any of you who've seen Griffpatch's RPG tutorial will recognize that one, heh.) For now, it simply stores all of the game's props and actors, but may later be extended to contain other important data. - The project now has a built-in editor that allows for the placing and editing of props and actors.