
Pixel Platformer Forge
by @psybergaAdds a pixel-art platformer workflow.
The maker wrote these words. Spawn hasn't checked what they claim.
v1.0.0 · updated
Adds a pixel-art platformer workflow. Installs a playable sample (a hub, two levels and the Clock Warden boss) plus 9 skills and 4 commands that build your own game the same way. HOW TO USE 1. Install it. A glowing arch (the Forge Door) appears in your default place. 2.
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Walk into the arch to play the sample: A/D or arrows run, Space/W jumps, Shift/K dashes (one per jump, refills on landing). G = Gentle Mode (+2 hearts, slower boss), F = screen flashes on/off. 3. In the hub, walk into a gate to enter a level. Lanterns are checkpoints: fall in a pit and you return to the last lit one. Reach the door at the end to clear the level and light the next gate. 4. Beat the Clock Warden: dodge his charge, then stomp him while he's dizzy. MAKE YOUR OWN (ask Savi) /forge-new [premise]: writes your art direction (two 6-colour palettes), rebuilds the hub and level 1 for your idea, and gets it playable. /forge-level <n>: stamps level n from the level schema (ground, parallax backdrop, hint signs, checkpoints, exit, hub gate). /forge-tileset <realm>: paints a seamless 32px tile atlas from a palette. /forge-audit: walks every level (gaps vs the real jump, checkpoints, backdrops, sounds, cut-off text) and writes a release checklist. WHAT'S INSIDE Skills: art-direction, pixel-art-in-code, tilesets-and-ground, parallax-and-depth, level-design (20-level arc, boss every 5), game-structure (hub, gates, saves, boss pattern), feel-and-sound (coyote time, jump buffer, dash, squash, dust), menus-hud-mobile, release. lib/: px/hash/dither helpers, parallax stack builder, checkpoint/door/gate kit, tileAt template, jump-reach calculator. Every tuned number lives in lib/data/game.yml; every level is a small .yml file. Everything is drawn in code, nothing is copied into your world.config.yaml, and removing the mod removes it all.




