You Can Talk About Hopscotch Here; Topic 30 [OFFICIAL]

i might have a problem with repelling (right click) with that tank :joy: but nice idea tho!!


With no particles and tile collision removed, the game can actually run at 60fps, even when the whole screen is filled with coins!


Yep, that’s what I got on mine.

I did some testing, and I found it takes 1495 coins to drop the fps down to 15. You should easily be able to get 42-45 FPS with particles enabled. I have a variable called “Enable Tile Collisions”, which determines if the entity should check for collisions or not. For the coins and keys that I have, I set both to 0. When an enemy is cloned, it’s set to 1 by default.


The Big Update is here!!

  • You can now create your own level.

  • Various Bug Fixes
  • Slight Performance Improvements (especially with coins and keys)

What is your favorite feature in the editor? Feedback would be much appreciated.

@Spy_Guy_96 @Awesome_E

LCPT stands for Local Collision Platformer Template, btw.


I just quickly fixed a bug I just found

  • Tile Group Labels will now display correctly after playing the level and going back to the editor.

I’m not sure where you are in development of the project, but pick tile is pretty cool

You forgot to mention the time travel part of -1


Pro Tip: Click on a block while holding CTRL (it’s also Control (^) on a Mac, not CMD) to pick the tile without tapping on the option. ALT+click erases the tile. These are two of the quick actions the project has. The other quick actions are shown in the initial scene.

Thanks. I got inspiration from Minecraft’s Pick-Block feature (which is bound to middle click on Windows). Works just like an eyedropper tool.

The tile drawer is inspired by Hopscotch’s Block Drawer (I might even add tile help docs in a later update)

The level extension drawers (left or right) was inspired by Spy Guy 96’s game: Raccoon with a Broom

Once the tile drawer gains enough of them, you’ll be able to scroll the drawer like you can in Hopscotch’s block drawer.

For the locked doors, it’ll ask for a number, and if you tap where the door is, it’ll let you edit the number without having to delete it first.

In terms of development, I stopped after fixing that one bug I found. I’ll still work on it from time to time, but now people can implement a level editor into their game with little effort (yes, it would be nice for it to be unique, but at least they don’t need to do much to get the editor working)…

This is also the first level editor to be full screen (as in it doesn’t have that large spot on the side where all the tiles are).

Pick-Tile is my favorite so far, too.

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Don’t mind me, just fixing every bug related to keyboard shortcuts not working at all. I also found out the hard way CTRL won’t work because control+click on a Mac acts like right click.

I just found out I forgot to turn off Smart Punctuation :sweat_smile:
no wonder why it’s not working

  • All Keyboard Shortcuts now work.
  • Change Pick-Tile shortcut to E+Click due to how control+click works on Mac

Bugs that occurred during development:

  • Fixed a crash that could occur when trying to open the level editor on the modded player
    • turns out even the single numbers need to have the brackets, or else the project will just straight up crash.

@Awesome_E I finally got all of the keyboard shortcuts working as expected! :tada:


If there was a way to detect the type of computer being used on the modded player, I could do CTRL on windows and CMD on Mac… But I think I’ll keep the one I have…

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5 posts were split to a new topic: Project screenshot is portrait, even though device is landscape (iPadOS 16)

You can make flying enemies!

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Nice game @Crosbyman64

So any news while I am here?


I thought I set gravity strength back to -1…


Works as intended, though I can see why it looks like a bug. This is due to how Enemy Blockers work.

Enemy Blockers prevent all enemies (except enemy type 2) from passing through them.


Yeh, it looked cool so I decided to post it here.

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Made this real quickly. While making it I realized that each disk moves over to the right 2^(n-1) towers (modulo 3 to keep it within bounds), which is the exact same as forcing the disk to move to the only spot available.

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You don’t need to participate in an interview!


I love Stage Manager!

I can multitask between here and Hopscotch easily while having both at large scale, even though the app doesn’t fully support it (it supports it with Slide Over, but only as a small window, which is not very practical).

possibly @Rodrigo but irdk lol

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i have a really cool post pending in an hsosc topic i think [because i quoted a post with a yt link]

can someone please go approve it :pleading_face: