this works to my knowledge (i set the position of all right squares to 768 minus the corresponding row on the opposite side, if that makes sense) https://c.gethopscotch.com/p/1284eojae4

just a visual thing at the top of the screen, let me know if you want me to fix it (lol sorry im being really lazy)

To my knowledge, the collision data is set at the start as a string of numbers with a letter at the beginning. The collision the clones use are set from the tiles collision data, based on where the clone currently is in terms of tile index. i.e., tile x=2, y=3 in a 8x8 grid has a tile index of 26

There are multiple types of collisions: solid, semi-solid, intangible, and hazard (and these are just the basic collisions)

a collision of 1 is most commonly solid. 0 means no collision.

but basically it’s the inverse of the power function. You can use a logarithm to find the exponent which a number has to be raised to in order to produce the original input.

Might sound confusing, but take 3^x = 9 as an example. You would find x from this by doing log_{3}9 because 3 is the base and 9 is the argument. log_{3}9 = 2 (log base 3 of 9 equals 2), so x = 2

Even though I made it, I’d still like to see it in Hopscotch too!

… because, although my implementation works, there’s an accuracy limitation of 5 decimals (doing a power afterwards to invert it would reveal that pretty quickly). Plus, for convenience.