this is exactly what i’m experiencing haha
@Spy_Guy_96 I got a pretty useful tip:
Try using accent characters (ā æ ñ œ) for different tile types (like Enemies). This will not only allow you to use more characters for tiles and enemies, but also allow you to use the matches block to group tile functions by type (solid, semi-solid, bouncy, etc.). I recommend using alternating caps for this one (you don’t have to for the accent characters). This will make grouping tile functions a lot easier.
If the matches block allowed us to use case sensitivity, then it would be way easier and more convenient.
I know this makes the data code more confusing, but codes in general are confusing. Take encoded Base64 as an example.
Yes, that’s very useful, I already thought of that 2 days earlier than you, but I didn’t post it.
List of some characters
what’s everyone coding?
You might have to do some more testing, but Japanese characters (and characters from other languages) might work.
hopefully I did that right
I think that would work
Don’t use an other language without adding a translation.
what if I just post good games  on an alt and no one would know who it is
(better games than I would usually make and would/have made) ↩︎
translate since it’s not clearly in english por favor ,
@KingGuin87 I genuinely don’t remember you as much /lh
oh ok, didn’t know that
It’s okay, everyone makes mistakes (;
And that’s why we are here to help each other!
I’m currently making characters for TA The Adventurer
sounds good, I just finished my game lol I’ll do anything for publicity. And I might make another platformer.
sketchpad for creators :D
I like using the accent letters, regular letters, and numbers the most because they all can be selected at once with a triple click. Other letters might only select part of the string rather than the whole string like expected (take the data code for TAOS and When Worlds Collide as an example. They both contain forward slashes, which makes it hard to copy the entire string. At least is copies the level data itself, it’s just the BG and size portion that it misses).
They were added to make creating different levels or creating animations an easy task.
If something is the exact same anyways, I would just use variables for anything that might be slightly different (like in my When Worlds Collide game, for example. I use variables to show different menus instead of using different objects).
I rarely use scenes if they’re just going to be the same thing (even if it’s just to make a different level using the same objects). Variables will usually help make things a little different. It’s just really code inefficient to use scenes over variables and such, plus, more scenes can lead to more lag and other problems.