wasd/arrow keys to move you can also use space or click to jump Turbowarp: https://turbowarp.org/1015453960?hqpen EDITOR (WIP): i+o to enter/exit wasd/arrow keys to move click to place/delete blocks 1 for blocks 2 for spikes 3 for orbs (WIP) 4 for portals (WIP) 5 for pads (WIP) 6 for speed portals (WIP) 7 for slopes (may or may not actually add slopes) 0 for triggers (WIP) x to delete p for a start pos (default start is 0, 0) (WIP) z/c to change size (WIP) q/e to rotate you can place blocks inside eachother so long as they aren't exactly the same (size/rotation/type of block is different) ik your cursor doesn't look entirely accurate when you move around in the editor, thats just because the blocks are rendered before the camera moves in the editor, then the cursor is rendered based on where the camera moved, it wont affect placing or deleting blocks though
Yes you are using my icons (ill try to update the icons in this project whenever i change them) Icons downloaded via https://gdbrowser.com/iconkit/ I'm making collisions better, so the project may not work until im done Also I haven't been able to work on this consistently, mainly because of summer break, but there shouldn't be any game breaking bugs while I'm not actively changing the code no you are not using my death effect I included an example level in this so that you could see what this could make Background from @ColorlessWing_Studio's 2.2 editor UPDATE LOG: beta ~ physics, rendering, deaths 1.0 ~ end triggers 1.1 ~ made this able to run at any fps (and still be running at the same speed) and automatically detect fps when you start the project (though it doesn't update automatically) 1.2 ~ IN PROGRESS (includes making the project run on delta time instead of detecting how fast its running and improving collisions) I looked at the code for @ColorlessWing_Studio's GD 2.2 editor to learn how the rendering/hitboxes work (thats why the code and editor controls are similar), but other than that, all code is by me (except for the BG)