This game should run well enough on most modern computers but if you are struggling to run it here's the mandatory turbowarp link for better performance: https://turbowarp.org/935282742 ---Controls--- W/A/S/D - move around left mouse click - fire projectile 1 - select weapon a 2 - select weapon b Spacebar - Enter into a wall editor Enter - Enter into free camera roaming mode E - Summon Clone R - Delete all clones X - Go back to default mode (Only if in free roam camera or wall editor) H - Hide tips = - Show tips ---Wall editor controls--- X - Exit this mode (Same goes for free roam camera) N - Create a wall B - Delete selected wall (Selected walls are red instead of blue) F/H - Change selected walls width T/G Change selected walls height Arrow keys - Change wall position A test project that includes many features that I plan on using in an upcoming project. Here is a list of some of the things that this project has: Separate x and y variables for sprites and a non existent camera to allow the player to move around in much larger areas akin to how most 2D games are played. Sprite Position and Size limits can go to infinity by having sprites temporarily switch to a 0x0 costume which allows the sprite to be infinity large, and because the limit of how far a sprite can move across both axis's is based on it's size, sprites can also have x and y positions that are infinite and negative infinite. Collision based on the X position, Y position, width, and height of a sprite or other object to allow sprites and clones to detect each other off screen as well as much more accurate collision detection when paired with the fake camera stuff. Thanks to this project by @BNNMN444TvTest as I just copied the formula (Which was made by @Will_Wam ) and swapped out the x and y position reporter blocks with variables to make it work with the camera stuff: https://scratch.mit.edu/projects/368842168/ In a nutshell, a sprites real X and Y values are really only used to determine where you visually see it whereas the variables named x and y are what are really used to do all of the work to get stuff moving, positioned correctly, as well as collision detection ---Credits--- Thanks to for his off screen collision detection project that I stole code from: (The formula itself was created by ) ---Update log--- Dec 11, 2023, 10:30 A.M. (13 hours after sharing): Added the "R - Delete all clones" tips in both the project and Notes and Credits as I had forgot to do so before sharing this project Dec 15, 2023, 10:43 A.M.: Enemies are now no longer cloned and all their values are stored in a list and have a new "cloneLogic" custom block to more easily modify their individual behavior (Right now they are just a hive mind, I will make individual enemy logic eventually). Gravity system was improved to work with how enemies are just a giant list. Also fixed a thing where deleting a clone would cause tremendous lag presumably due to the clone counter skipping over a clone after one was deleted. Dec 16, 2023, 7:41 P.M.: Removed the ability to refresh your double jump just by touching the bottom of a wall/surface. Enemies affected by gravity will chase the player and enemies will be stopped by a wall regardless if the laws of gravity are in place or not. About eight minutes later I also fixed an issue where enemies going up against a wall from the side would cause them to go through the wall until they were completely outside of the preset walls. Also fixed the buttons on the "Y POS" for editing walls being useless. Dec 18, 2023, 12:29 A.M.: Changed the "Create selected wall" text to "Create new wall". January 12 2024, 12:19 P.M.: Fixed the weapon using the clones gravity instead of its width when detecting a clones collision January 19 2024, 2:10 P.M.: Fixed an issue where the player and other entities would collide with an non-existent wall May 26 2026 8:51 P.M.: Had this one in the works for some time now and finally decided to release it. Changed the name from "Game engine test" to "Limitless engine". Clones are no longer used for any gameplay mechanics. Gravity system I used from dogs dinner has been replaced by griffpatch's platformer tutorial gravity system. Delta time has been fully implemented to support multiple framefrates (Try out 60 fps mode in turbowarp!) although it may need some work still. The attacks used by the player are pink now. Sound effect blocks were changed as I learned that the pitch/pan audio block takes a full frame to execute so I did a workaround/ The wall editor has gotten some small quality of life improvements.