Yeah, I need to start occupying myself with some of the other tasks. I've mostly just been mucking around with this today. Unsure of how to solve any major bugs, I thought, "modelling a couple more rooms can't hurt, they'll need to be done sometime, and I might as well do it while I still know all the number codes for the tiles". Didn't expect to do much, but the world is now triple the size it was last time. Have a look for the lake, it's fairly well hidden.
Apart from that, the code itself hasn't changed since you last saw it. Meaning still no transparency around the character, and no collisions (I was going to do this next, but it'll have to be later)
Here's a couple interesting things that might help you understand the layouts:
Tiles with vines are destructable once you have the correct powerup. Not all of them, only ones with a hard-to-see white outline, just to keep you on your toes.
Pink walls can be ghosted through after getting a powerup that will be hidden somewhere in the lake. That big foreboding red island, hopefully.
Another powerup will allow you to swim. Without it, you can only swim a short distance before you drown. Too short to reach the foreboding island. With it, you can swim forever. Yeah, it's beginning to sound too complicated now, isn't it?
Those houses may or may not be accessible depending on time. If they ever will be, that's something I'll save for last.
Oh, and here it is.
Also for some reason the very last tile seems to be the very last tile of the room you were in before. Just warning you because it can play tricks on you in some of the rooms.
Concepts and map (spoilers, possibly, plus unfiltered brainstorming, some of these ideas suck.)





