Post your replays and levels here: scratch.mit.edu/discuss/topic/730939 I added: - Better stamped tile system - Better trigger system - New commands (see below) - New levels ★★★ STORY ★★★ Micro Manager, in his desperation to gain the power of the golden apples has begun to take control of planet Appelmoeshapje. As Micro Manager's influence grows, Appel finds not only the inhabitants of, but the very world is turning against him! - Help Appel to navigate through each level, avoiding danger, collecting as many golden apples as you can before finally facing Micro Manager and restoring peace to the world. ★★★ CONTROLS ★★★ • Arrow Keys or WASD to run, jump & crouch • Wall Jump - by touching a wall and pressing 'up' • Jump Higher - by holding up for longer • Stick to the ceiling - by holding up - But be careful, you can't move sideways when 'stuck' to a surface • Crouch by holding down (you can crouch on the floor, but also the walls and ceiling!) • Q + R - to quickly restart the level • Complete a level, then click 'replay' and then pause for an option to save your replay (load them back in the Play / Load option) Commands: H12 - HOLD frames (30 = 1 second) - Time once activated until the first action is taken. Enemies tend to activate when coming into view, lifts activate at level start D12 - DELAY frames - This is the number of frames is takes for the entity to reset before it takes action again G12 - GROUP number (1 to 99) - Tags a trigger, mob or other entity into an activation group. When one is activated, all become active. If a trigger is in the same group as other entities, then the other entities will no longer auto activate when they enter the screen. X12 - Momentum in the x direction (-30 to 30) used for trampolines and to force a direction for mobs) Y12 - Momentum in the y direction for trampolines S12 - Speed in pixels per frame (used for moving platforms) A12 - Acceleration - applicable to platforms - default is 12 M3 - Maximum extent (for mashers in half blocks 4 would be their full extent) V2 - Change type of object like add spikes to platform, or change weather a trigger turns on or off a group D - Used on triggers to tell if you want platforms to trigger it R45 - Used on camera tiles to control the camera's rotation (in degrees) S50 - Used on camera tiles to control the camera's zoom (100 is normal, you see more with 50) X0 & Y0 - Used on camera tiles to lock the camera's position to it use the number to change where it locks to relative to the tile R15 - Used on moving platforms to reset the when the trigger of the number is on N10 - Used on moving platforms to prevent them from moving if the trigger of the number is on Commands are entered by pressing the / key. They consist of an uninterrupted string of a letter then a number then another letter, etc... e.g. "G1H0D30" - this is in group 1, holds for 0, and delays 30 frames before it takes another action. ★★★ THANKS TO ★★★ - For the original game for some ideas and level 7