Controls: - Press L to change levels. - Arrow keys to move and crouch (or for mobile, tap around the screen to move and crouch) - Z to run (or for mobile, tap at a far end to run) - X to jump (or for mobile, tap high up to run). You can also hold the X key (or tap for a while) to jump higher. - Jump on enemies to kill them - 0 to enable/disable block count (for ground tiles only at this point). This should only be for PC users, as debugging isn't necessary for mobile. According to the original creator of this project (@AzureLightning, make sure to check out his engine) there has been collision issues, due to the release of Scratch 3.0. Things to make: end of the level, warp pipes, dry-bones, laser tags and possibly others. Things I might make: Tanooki suit, piranha plants and the flagpole used in the world-e levels. If you get the reference for "Shhh... let's not leak our hard work" you're a tech lord. Changelog (as of May 3rd 2020 - the list is now here due to description limits): July 12th 2020: - Fixed layering. - I'm aware that I've not been making updates for this recently - I'll eventually get back on track. June 7th 2020: - I have finally fixed the lag whenever you shot a fireball at a buzzy beetle. June 4th 2020: - Group tiles now move more efficiently. Enemies, however, cannot be given this change due to sensors breaking. May 28th 2020: - P-Switches now have trigger sound effects. - Fixed a sprite positioning. - Made jumping on music blocks more accurate. May 27th 2020: - I'm sorry for the delayed updates. I decided to add a prototype Fortress level, which also has newer features. More will be made for it soon. May 23rd 2020: - Fixed animations. May 21st 2020: - Added all level soundtracks, for my future levels and for levels that you guys want to make. - I tried taking action to fix some glitches. May 20th 2020: - Fixed Mario not spawning at the right place. - Fixed buzzy beetles not playing sounds when bumping into blocks. May 17th 2020: - You can now move while crouching underneath blocks without Mario either glitching out of the blocks or being stuck underneath them. - Added slopes. - Fixed the saturation of slopes. - Improved the movement of Koopa Troopas. - Blocks that you can hit now collect coins. - Buzzy beetles have been added. - Fixed Mario not dying when falling into the void. May 16th 2020: - Fixed an issue with koopa troopas not interacting with other sprites. - I've been wanting to do this for so long now. With a bit of help from @AzureLightning and also sorting out which is done first, the amount of glitches in this game has been reduced from a lot to almost none. This means that Mario no longer glitches randomly (such as moving up steps when Mario shouldn't). - Sensors for Mario are deprecated and are subject to removal. - P switch costumes have been moved up to prevent glitches with Small Mario. This may be reverted once I take action against the rest of the glitches with Mario's physics. May 15th 2020: - Fixed this update log. - Scrolling is now inverted to make it easier to script. May 13th 2020: - Mushrooms now move quicker Note on May 9th 2020: Since Windows Vista build 5231 is finally done, I can continue making updates with this more freely. May 8th 2020: - Coins now react to koopa troopas. - Removed the ability to change powerups just by tapping on Mario or pressing numbers (this feature became deprecated since question blocks already exist). - Creating maps are now quicker and more optimised, with the usage of custom blocks that don't affect the refresh rate of the project (which is usually 30 FPS). May 6th 2020: - Updated the debugger mode. May 5th 2020: - Fixed the movement with koopa troopas. - Added auto scrolling. This can be used for levels, such as levels with ships and aircrafts. This, however, is not enabled by default. - Improved Mario's movement with moving platforms. May 3rd 2020: - Changed Mario's falling speed. - Added music blocks.