- Documentation
- Differences
Differences from vanilla PuzzleScript
This fork of PuzzleScript has a few special tricks.
- Support for gamepads (yes, gamepads work in browsers!)
- Support for opacity in custom colors (for example #ff000080 is semi-transparent red)
- nosave action - when executed forces engine to not save current state to undo stack
- sprite_size prelude property - use arbitrary size of sprites
- case_sensitive prelude property - makes objects and aliases case-sensitive (ie. Moved and MoveD can be two separate objects, and p or P in level can refer to different objects)
- smoothscreen prelode property - make camera smoothly follow the player around. Click here for a full description. Made by Joseph Mansfield (@sftrabbit).
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Level select screen:
- level_select prelude property - enable level selection
- continue_is_level_select prelude property - don't show separate option on main menu for level selection
- level_select_lock prelude property - level selection will have unsolved levels locked
- level_select_unlocked_ahead prelude property - level selection will have N number of unsolved levels unlocked after last solved level (use it as "level_select_unlocked_ahead N"; default is N=1 if undefined)
- level_select_solve_symbol prelude property - override symbol that will be used for solved levels in level select menu (use it as "level_select_solve_symbol s"; default is "x" symbol if undefined)
- section keyword in LEVELS - define name for a level or set of levels below it (use it like you would use an message keyword)
Known issues: