In this version I've removed the sounds and downsampled the images to save RAM. (more details at the bottom) ★ version including sounds (needs ~1GB more RAM): https://scratch.mit.edu/projects/1052682098/ ★ downloaded the original project here: https://terrariamods-scratch.github.io/TerrariaStamped/ ★ Instructions: [WASD] to move or scroll the map [Click] to dig or place items (based on tool) [0 to 9] Select Tool [E] Open / Close Inventory [Q] Quick select torch (then click to place) [C] Center screen on mouse [X] fire grappling hook (if you have one) [R] to reset your location [F] to toggle the world map [K] Creative Mode Toggle [N,M,H,J] to spawn a mobs in creative (for testing) [O] to toggle time of day [P] to pause (then [S] or [L] to save or load) [U] to toggle game music When digging, if the mouse is far away from your player, then auto dig is enabled to make things easier. When crafting, hold down the mouse over an item to craft many of them before dragging into your inventory to confirm. For those who haven't played Terraria before, first job is to > use the axe to chop down trees > Craft a workbench > kill a slime > craft some torches > begin mining underground for stone & ores > build a house for guide > craft a furnace > craft an anvil > craft new tools > etc :) If you are running out of wood, plant the acorns for new trees. ★ Features A single screen comprises of 4 layers (foreground, water, background and sky layer) with each layer being made up of 2,700 tiles! Tiles are edge solved to best match them to their surrounding tiles, and then a light flow algorithm works out their level of illumination. The level is generated by beginning with a complete dirt world, then carving out stone areas, and then cave areas. The sky is then cut out and grass seeded across the dirt on the surface. Next the grass is ‘grown’ across and around the edges of any nearby dirt blocks and shrub tiles planted on its surface. The sky is then fully illuminated before the world is presented to the player. The entire world is drawn using sprite costume stamping (via the pen extension). We can’t use clones because I would need 5,400 clones just to draw the level, but scratch only allows 300, as such scrolling is impossible. ★ Known Bugs: • Torches break when torch below is broken • Can't buy worthless items without coins ★ Unknown Bugs: • Shadow Orbs • Things becoming boreal doors ★ Fixed Bugs: • Map breaks on larger worlds (added map scrolling) • NPCs not saving (mostly fixed) • Lava is corrupted when saved • A heart appears below the health bar • Underground line not saving • [S] saves when map is open • Music doesn't start on saved levels • Progress bar disappears while loading save codes • While generating the level Forming Surface + Grass is displayed for a long time while some other things are generated • Lead anvil and hellforge crafting stations • While loading, lighting can freeze if the light escapes at the bottom of the world • Removing the chair doesn't make houses invalid • House banners teleporting to the bottom left corner of the world • Underground cabins in the ice biome corrupt the save code • Some grappling hook types not detected, selecting grappling hooks in the hotbar prevents detecting them • Generating the underworld takes extremely long without TurboWarp • Items with missing texture mimick other items • Items appear at random positions after putting things into a chest ★ What I've changed: Compared to original: • fixed some bugs (see above) • made it so that you can save even after pressing the stop sign • compressed the project.json into ZIP format Compared to 1052682098 "v1.1.4 fixed & compressed": • removed music: - it looks like Scratch decompresses all mp3 music files at once when loading the project, which consumes lots of RAM. The other sounds whithout the music sound bad so I ended up removing all sounds. I've tried to make a version that runs on TurboWarp and decodes music sounds only when needed (using some TurboWarp extensions), but it looks like share.turbowarp.org also has an 5MB json limit and the project exceeds that, and when I packaged it I couldn't get it load on my mobile so I stopped working on it • downsampled images: - by default, Scratch stores bitmap images at 2x more resolution than it should (stores each pixel 4 times), so I downscaled the images and increased the size through blocks. I've also downscaled the vector costumes to keep them compatible with the smaller bitmap costumes, but it seems like this caused some of them become blurry. (I'm not sure why, resizing Scalable Vector Graphics files shouldn't affect their quality) Credits: Re-Logic for all the original artwork, game & sound