More levels for Black Shadow have been made, currently 15 with secret or alternate route ones included. On top of that a brand new jump sprite which looks alot better then the one before.

Final Save~10240010000000000009010000000000009010000000000009~26010000000000009010000000000009010000000000009010000000000009~30010000000000009010000000000009~30010000000000009~832010000000000009~30010000000000009010000000000009~30010000000000009010000000000009010000000000009010000000000009~26010000000000009010000000000009010000000000009~9216010000000000000000000010000000000000000000010000000000000000000~2010000000000000000000010000000000000000000~2010000000000000000000010000000000000000000~1010000000000000000000~8701000000000000000000000000000000000000100000000000000000000000000000000000010000000000000000000000000000000000001000000000000000000000000000000000000100000000000000000000000000000000000~60100000000000000000000000000000000000~10100000000000000000000000000000000000~10100000000000000000000000000000000000010000000000000000000000000000000000001000000000000000000000000000000000000100000000000000000000000000000000000~201000000000000000000000000000000000000100000000000000000000000000000000000~10100000000000000000000000000000000000~10100000000000000000000000000000000000~10100000000000000000000000000000000000~20100000000000000000000000000000000000010000000000000000000000000000000000001000000000000000000000000000000000000100000000000000000000000000000000000~20100000000000000000000000000000000000~10100000000000000000000000000000000000~6011111111111111111110
20480 Tiles, 100 Lights and 100 Objects are the current totals.The first sets of digits represent tile info, the middle sized ones are for light sources and the largest one is for objects. The final set of digits represents which layers are flagged as being empty, this improves the engines loading and was present in previous versions. Its actually doesn't work correctly unless you have used more then one layer, something I need to check in on.Once I'm finished up with my changes to the editor and engine, I'll be working on the alternate shade and contour mapping effects and hopefully will have some rather nice screenshots demonstrating the planned effects.
Nice work.
That's pretty cool. It's always satisfying when you manage to reduce GMs big chunky information into something like that, huh? ^_^
Yeah, its been changed to 100 lights, 100 objects.
Good stuff Scott. If I use a similar system for Engine 13, I'll credit you for the concept.
Feel free to, it seems to work fine.
To get the actual skip count you use the variable command that just gets digits. I think its like string_digits or something like that. Having the loading system looking out for the ~if (string_length(str) <> string_length(string(string_digits(str)))) {
//Check for tilde}Something like that, or just check the first character.