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Scene

Actions

Change Scene

Transition to a new scene with player at a specified position and direction.
Change Scene
Scene
Scene 1
Give a specific position (can be used or not).

Change Scene By Name

Transition to a new scene with player at a specified position and direction.
Change Scene By Name
Scene name...
Give a specific position (can be used or not).

Restart Scene

Restart the current scene.
Restart Scene
Restart the current scene.

Pause Scene

Pauses the scene and starts running the pause script. Also stops animating all sprites.
Pause Scene
Pauses the scene and starts running the pause script. Also stops animating all sprites.

Unpause Scene

Unpauses the scene and resumes running the update script. Also resumes animating all sprites.
Unpause Scene
Unpauses the scene and resumes running the update script. Also resumes animating all sprites.

Redraw Scene

Redraw the scene background & foreground, useful after drawing frames or other type of UI.
Redraw Scene
Redraw the scene background & foreground, useful after drawing frames or other type of UI.

Fade Screen In

Fade the scene from a blank screen.
Fade Screen In
Duration
0.5
Wait until finished
  • Duration: The length of time needed to perform the fade in seconds or frames.
  • Wait until finished: Set if script should pause until fade has finished.

Fade Screen Out

Fade the scene to a blank screen.
Fade Screen Out
Duration
0.5
Wait until finished
  • Duration: The length of time needed to perform the fade in seconds or frames.
  • Wait until finished: Set if script should pause until fade has finished.

Control Flow

If Current Scene Is

Conditionally run part of the script if the current scene is the selected one.
If Current Scene Is
Scene
Scene 1
True
Add Event

If Scene Collision At Position

Conditionally run part of the script if the specified collision type is found at a specified position.
If Scene Collision At Position
X
0
Y
0
Solid Sides:
Up
Down
Left
Right
Tick all boxes to check for main (red) collisions.
True
Add Event
  • X: The horizontal position.
  • Y: The vertical position.

If Ladder At Position

Conditionally run part of the script if a ladder is at a specified position.
If Ladder At Position
X
0
Y
0
True
Add Event
  • X: The horizontal position.
  • Y: The vertical position.

Graphics

Redraw Scene

Redraw the scene background & foreground, useful after drawing frames or other type of UI.
Redraw Scene
Redraw the scene background & foreground, useful after drawing frames or other type of UI.

Clear Scene

Clears the scene background & foreground, as well as set's the scrolling to 0. Useful to draw specific menus like pause menu.
Clear Scene
Clears the scene background & foreground, as well as set's the scrolling to 0. Useful to draw specific menus like pause menu.

Properties

Scene Get Width

Load the scene width into a variable.
Scene Get Width
Variable
$Variable0
Units
Pixels
  • Variable: The variable to use.

Scene Get Height

Load the scene height into a variable.
Scene Get Height
Variable
$Variable0
Units
Pixels
  • Variable: The variable to use.

Scene Set Tile Type

Set the given tile type on the given tile coordinates.
Scene Set Tile Type
X
0
Y
0
Tile Type
Tile Type 1
  • X: The horizontal position.
  • Y: The vertical position.

Scene Set Tile Collisions

Enables collisions on the given tile coordinates.
Scene Set Tile Collisions
X
0
Y
0
Solid Sides:
Up
Down
Left
Right
Tick all boxes to use normal (red) collision.
  • X: The horizontal position.
  • Y: The vertical position.

Scene Stack

Store Current Scene On Stack

Store the current scene and player state on to the scene stack, this allows you to return to this exact location later using the Scene Restore events. A common use of this event would be to include in a script just before a Change Scene event to open a menu scene, in the menu scene you could wait for the player to press a close button and then use the Restore Previous From Stack event to return to where the player opened the menu.
Store Current Scene On Stack
Push scene state to stack.

Restore Previous Scene From Stack

Transition to the last stored scene from the scene stack using the specified fade speed. The previous scene will then be removed from the stack so the next time this event is used it will transition to the scene before that.
Restore Previous Scene From Stack
Pop the top scene state from stack.

Restore First Scene From Stack

Transition to the very first scene stored on the stack, for instance if you had multiple levels of menu scenes you could use this to imediately return to the game scene. This event will cause the scene stack to become empty.
Restore First Scene From Stack
Pop all scene state from stack.
Fade Speed
Speed 1
  • Fade Speed: The speed of the fade animation.

Remove All From Scene Stack

Remove all scenes from the scene stack without leaving the current scene.
Remove All From Scene Stack
Clears the stack of saved scene states.

Scroll

Scroll Set Mode

Set the scroll mode.
Scroll Set Mode
Horizontal
Plane
Vertical
Plane
  • Horizontal: The Horizontal scroll mode.
  • Vertical: The Vertical scroll mode.

Scroll Set Value

Set the scroll to a new value.
Scroll Set Value
Plane
Plane B (Background)
Value
0
Direction
Horizontal
Horizontal Mode
Plane
  • Plane: The plane we want to use
  • Value: The value you want to set.
  • Direction: The scroll direction to set.
  • Horizontal Mode: The Horizontal scroll mode.

Scroll Set Value Relative

Set the scroll to a new value relative to it's previous value.
Scroll Set Value Relative
Plane
Plane B (Background)
Value
0
Direction
Horizontal
Horizontal Mode
Plane
  • Plane: The plane we want to use
  • Value: The value you want to set.
  • Direction: The scroll direction to set.
  • Horizontal Mode: The Horizontal scroll mode.

Tiles

Set Tile At Position

Set a tile at a specified coordinate with the given tile.
Set Tile At Position
X
0
Y
0
Plane
Plane B (Background)
Palette Slot
PAL0 (Background)
H Flip
V Flip
Priority
Tile
0
  • X: The horizontal position.
  • Y: The vertical position.
  • Plane: The plane we want to use
  • Palette Slot: The palette slot you want to use.
  • Tile: The tile index in VRAM.

Fill Rect With Tile

Fill the specified rectangle with the given tile.
Fill Rect With Tile
X
0
Y
0
Width
0
Height
0
Plane
Plane B (Background)
Palette Slot
PAL0 (Background)
H Flip
V Flip
Priority
Tile
0
  • X: The horizontal position.
  • Y: The vertical position.
  • Width: The total width.
  • Height: The total height.
  • Plane: The plane we want to use
  • Palette Slot: The palette slot you want to use.
  • Tile: The tile index in VRAM.

Load Tileset

Load an entire tileset into VRAM and set variable to the first tile index to use on Set Tile calls.
Load Tileset
Tileset First Index
$Variable0
Tileset
flowers
  • Tileset First Index: The tileset firxt index will be stored on this variable. You can use this with Set Tile calls.
  • Tileset: The tileset to fetch tiles from

Variables

Store Current Scene Id In Variable

Store the Current Scene Id in a variable.
Store Current Scene Id In Variable
Variable
$Variable0
  • Variable: The variable to use.