Meant this to be a game. Then I spent HOURS working on getting it to generate the hitbox of the map, the visuals for the map, and everything else. The code is 100% functional to generate the entire 609-chunk grid by naming the hitbox and visual costumes after the grid coordinates as follows: Background and Hitboxes: #, # Foreground Art: #, #_f You don't need to create costumes for every chunk! If there is not a valid chunk for a costume it will display grass for backgrounds or nothing for foreground objects and hitboxes. If that format is not followed EXACTLY it will not load the map. Also, put little dots in the top left and bottom right corner of every costume to ensure it loads correctly and does not clamp. There is nothing interesting to do in this game. I am sorry. But the way it functions right now took me so long that I thought I would share it. Art is either my design or directly from Scratch (namely the player and the tree for the latter). Press H to show hitboxes but don't judge how janky they look, okay? Adjusting the friction value down will make the player slide more. Or just break the game. Speed can be adjusted by changing the values at the bottom of the movement script where it says "change [playerX/Y] by ((XV)*(0.5))". Change the 0.5 to a LOWER number for more speed. Higher numbers are slower. 0 breaks the game and teleports you to infinity, so... Particularly low (but not zero) speed numbers will sometimes trap you inside walls you ram into. You've been warned. Turbo mode also breaks everything.
Various coding tutorials for the win! All the variables are just to help give you an understanding of the location coding. Take a look inside to see the code! I've added comments so that you can understand what's actually happening in each block. Please use the code (with credit)!