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Platformer Rooms and Doors

Start with a room containing a floor, three coins, and a door to a second room. Test the route and destination before adding enemies or a rule that locks the door.

Prerequisites

Create a game in the Platformer editor. Save a checkpoint and retain a Tileset with platformer Gameplay Types. Open Rooms, select a room, and choose Edit room.

Paint Ground

  1. In the Scene Editor, choose Tile Mode.
  2. Select the intended Tileset and a tile whose Gameplay Type is solid.
  3. Paint a short floor and leave clear space above it for the hero.
  4. Run the room and check that the hero stands on the floor. Then add one slope or one-way tile and test that behavior separately.

Gameplay Type determines how a platformer tile acts. The available types include solid ground, one-way platforms, hazards, ice, belts, crumble, water, ladders, fences, breakable tiles, coin boxes, switch blocks, and slopes. A tile’s drawing alone doesn’t give it one of those behaviors. Configure its type in the Tileset Editor.

The game can also treat ordinary solid tiles and Fixed colliders as ground. The Game view controls that option. Automated proofs have a narrower view of the room, so test routes that use Fixed colliders in play.

Place Machine Parts

Choose Platformer Mode in the Scene Editor. The Platformer panel has Thing to place, a list grouped by purpose. Choose a part, then click in the room. Hold Shift to place several copies. Select an existing part to edit its form; drag it to move it, or use Alt for finer steps.

For the example room, place three Coin pickups and a Door from the palette. Inspect their names so you can identify them in rules and destination pickers. Duplicate and Remove act on the selected machine part.

Forms show only the fields relevant to the selected kind. A moving part can have a route; a trigger can have an area. Use the drawing control where offered. Click to add route points and choose Done, or drag out an area. Cancel leaves that drawing unapplied.

Show the hero’s reach draws the standing and running jump arcs over the room. Use it to place an initial ledge, then play the jump. An arc is a movement estimate, so check the actual takeoff space and obstacles.

Expected result: each placed part appears in the room and selecting it reveals its own settings. Pickups are collected once during the intended run, and the door reacts to its configured input.

Use an Object with a Role

Ordinary Myth Objects can carry a platformer role such as Player, Coin, Door, or Walker. Things in the Platformer editor manages those role Objects and their pictures. Object Mode places reusable Objects; the selected placement’s Platformer panel edits the settings specific to that placement.

A reusable Object’s Sprite, Shader, and Logic can affect several placements. Change the placement when only one foe needs a different patrol or one door needs a different destination. Use Objects and components and Scenes and instances to check the scope of an edit.

Machine parts placed from the Platformer palette keep their settings in the room’s machine records. Their runtime pictures use the role and look assignments in Things. Inspect the selected part’s form to change its behavior.

Connect Two Rooms

  1. Return to the Platformer editor’s Rooms view and choose Add a room.
  2. Record the destination’s Name for doors and rules. It is the room ID used by the machine; the Scene’s displayed name can differ.
  3. Edit the first room and select its Door. Set its destination through the offered room picker and configure its arrival location where offered.
  4. In Rooms, inspect Doors and pipes for the resulting connection. Check the destination and arrival space.
  5. Choose Play from here in the first room, enter the door, and verify the destination. Add and test a return door separately.

Rooms > Make it the start changes the machine’s start room and the project’s start Scene for the selected room when that control is offered. Confirm the final start Scene in General Settings before export.

Keep room IDs distinct. Editing Name for doors and rules updates the machine’s doors and rules that use that ID. Check custom Logic or Scripts that store a literal room name separately.

Understand Room Coordinates

Width (tiles) ranges from 4 to 512; Height (tiles) ranges from 4 to 128. Platformer fields labeled Across, Down, Left, Top, or tiles describe positions in the machine’s tile grid. Down increases toward the bottom of the room.

Ordinary World Position fields and world-position Actions use metres and the current 2D world’s Y-up convention. A two-tile gap is two metres when Tile size (m) is 1, and one metre when it is 0.5. Use the units printed on the field instead of copying coordinates between those two systems.

The Scene’s Grid must match the machine’s tile size. A configured Platformer game uses Tile size (m) from Game; a project built from ordinary Platformer parts uses the first participating Scene’s Grid. A parts Scene with another Grid is left out of the machine export. The warning names that Scene and both sizes. Correct its Grid and inspect the placements before testing the connection again. The Platformer parts guide includes a two-Scene check.

Room-specific music and backgrounds are in Rooms > Look and music. Keep the destination floor, player arrival space, and camera framing visible while checking a connection.

Troubleshooting

Symptom Check
A painted tile has no platformer behavior Check its Gameplay Type and the Tileset used by that cell.
Placement creates several copies Release Shift and leave placement mode before selecting an existing part.
A route or area seems offset Check whether its form uses tile coordinates, a drawn local route, or ordinary world coordinates.
A door goes to the wrong place Check destination room ID, arrival fields, and the route shown in Rooms.
A parts Scene is missing from the running machine Read the Grid warning and make its Scene Grid match the machine’s tile size; then recheck the connection.
Editing one part changes several pictures Inspect the shared role Object or Sprite assignment in Things.
The room became unreachable after resizing Inspect parts outside the new width or height, the floor, and the door arrival point; rerun the room check.

Add door conditions and other rules after both directions of travel work. Use room tests before publishing a connected game.

Myth Engine Documentation