Magnets are persistent now (+lag spike on green flag) O, P to add magnets, WASD to move, Q to switch polarity Added @FantasticDoIphin44's magnets to the newest version of the engine. They're stored in a seperate grid, which means we can: -have an unlimited amount of magnets -every magnet has it's own strength and polarity -adding NPCs is easy. But the limitations are: -Movement of magnets means deleting a magnet, and then adding it. It's possible for maybe.. 15 magnets at a time, but above that it'll start to lag. -Magnets are gridlocked Updates: *@samkov I think you might have forgotten to add the set player.vx to 0 block after checking collisions. *Fixed another minor bug. *Minor change to two tiles of the tileset *Added polarity switching *magnets persistent As usual, please optimize this as much as possible. we don't want a game that you can't play on scratch Also we might need to make the tiles bigger or the player smaller, it's really hard to get into small gaps someone please add 2x2 and 2x1 tile collisions