Test a Platformer
Use the Platformer editor’s Test view to find rooms that need attention. Start with a short room you can finish yourself, then compare your route with the walker and inspect the game’s art.
Prerequisites
Save a platformer game with a defined start room and working goals or exits. Fix the editor’s named configuration errors before running the automated checks.
Play the Actual Game
Choose Test > Play the game, or Rooms > Play from here for a particular room. Check movement, damage, pickups, checkpoints, doors, losing, and winning. Return to the game’s real start Scene before testing the final export.
Rooms using custom Logic need this playtest. The automated walker doesn’t execute your own Logic. Fixed colliders can be ground during gameplay but are also outside the walker’s room view. The editor lists those limits alongside the proof results.
Prove the Rooms
- Choose Prove every room in Test or Rooms.
- Wait for the result and inspect each room’s row. A finished row includes the simulated time and the way the walker reached its destination.
- For a room with no route found, choose Show where or Show the problem in the room. The Scene Editor marks the end of the walker’s best attempt and its intended destination where available.
- Inspect the landing space, jump, obstacle, and required move at that location. Change one relevant field or layout feature, then rerun the proof and play the room.
Expected result: a completed proof supplies a route for the room’s current definition and feel. A result with no way found is a reason to inspect the room; the search hasn’t established that every possible route fails.
Editing a room or its movement dials changes what needs testing. Repeat the proof after those edits. The Test view’s reports belong to the open editor tab; save your project and retain any results you need before closing it.
Estimate Difficulty
A completed route can offer How hard is it? The result estimates the ability needed for that route. Treat an at-most value as an upper bound from the checked route, and cannot say as an unavailable estimate.
After proving rooms, choose Run playtests. These checks replay the found routes with rougher inputs and show which modeled ability levels finish. They help find narrow timing or unforgiving gaps. Also ask a player unfamiliar with the room to try it; the simulated inputs don’t measure that person’s experience.
Check Art and Poses
In Things, choose Run Art Check. Resolve the listed missing role pictures, generated looks, or tile-state pictures. Every look needs art (placeholders block Publish) makes those missing assignments a publication gate.
Choose See every pose (Pose Board) in Test. Inspect the hero and other parts in their required clips. Check idle, movement, takeoff, landing, damage, and any enabled special moves. Look for missing rows, incorrect frame names, detached feet, or art that extends far beyond the machine’s body.
Play a room after the art check. A pose sheet can be complete while the player’s attack, collision, or camera framing still looks wrong in the game.
Build Rooms From Beats
Open Build rooms from beats. Set Name, Seed, Feel, Stretches, the minimum and maximum beats per stretch, and Ends with. Beats is a comma-separated list such as run, gap, rise, drop, coins, foe, ledge.
Choose Build rooms and inspect its report. When the build succeeds, Add them as rooms imports ordinary editable Scenes. Test their connections and start room, assign art, and play them after import. A generated route applies to its generated definition and feel; edits require another check.
Troubleshooting
| Symptom | Check |
|---|---|
| Proving can’t start | Repair the definition error reported above the views. |
| The walker stops at a jump you can make | Inspect its marked attempt, feel, approach space, and search limit; retain your manual test as separate evidence. |
| A proof passes but gameplay differs | Check custom Logic, Fixed colliders, the selected start Scene, and changes made since the check. |
| Run playtests is unavailable | Prove the rooms first so there are routes to replay. |
| Publish reports missing art | Run Art Check and assign the named role, generated look, or tile-state picture. |
Finish with a fresh export test that checks the game’s real entry point, save behavior, audio, and target device.
Myth Engine Documentation
