wasd to move, e to interact / advance text, q to skip text, click on a choice during dialogue to proceed if there are any space to show the map camera some cool camera movement thing I create with some interactions how the camera thing works if you're interested: - there are two separate cameras, the map camera that only moves when the player goes to the next area (off-screen), the visual camera which follows the player but has mathematic boundaries with some cool zoom (if zoom is below 100, the project will break, or at least look broken) - the player's movement runs during the map camera positioning then the visual camera runs afterwards. this is to make sure collision of off-screen NPCs run properly, as there's a bug that usually makes sprites not registering collision off-screen. (there are no NPCs in this project yet, since this is just a test) pros: + off-screen NPCs collide properly + cool map cons: + might cause laggy movement for very low speed + moving sprites' layers have to be lower than the static ones (that can be collided) otherwise collision will glitch + collision might bug when traveling through areas near walls + something else idk how the dialogue thing works if you're interested: i made the text sprite run complex code to give you multiple lines of text, choices, responses to choices, broadcast in a single line so it can run more efficiently. credits: some code from @griffpatch (only the normalizing diagonal speed and text engine) player sprite from kenney assets
please run this in turbowarp for less buggy experience