That pretty much sums it up. Note that some people have created more user-friendly map editors but I can't think of any keys at the moment. Hope this helps
Lesson 3: when your map is good to go, select save at the bottom. This save option will allow you to open the map back in the editor to continue to work on it. SC save will save each individual layer of the map if you want to use it in your program.
The frown face is the undo button (careful, you only get one), and the 0 to the right is degree of rotation. On the far left are the tile placement options ie. single tile, fill area, etc.
Lesson 2: placing bg tiles is as simple as selecting the tile you want and placing it on the map editor. You can rotate or flip tile to get them in the position you want using the button options below the tile selector area on the right. (H)=horizontal flip, (V)=vertical flip.
Lesson 1: the background (bg) consists of 4 layers (0,1,2,3). You can stack bg tiles by placing tiles on different layers. Example, layer 0 can be then ground. Select 0 at the bottom and place grass tiles in an area. layer 1 can be trees, so select 1 and place trees.
You can toggle which layers you see in the editor with the "0 1 2 3" on the top screen.
i didn't think that it would matter if the vsync was in a while loop in the def. It isn't called every time either, only when the player wants the sprite to move and if the sprite is allowed to move. i suppose i could break it down into multiple functions...
Problem from that comes when there are obstacles on map you don't want the moving sprite to pass through. So it is easier like this and check bg data before writing the move string with bttn input so it prevents target from hitting obstacle and therefore the moving sprite will avoid it
Made a function that a sprite will follow the exact path of the target to move by writing a string with button inputs and reading each of them as the x,y destination of sprite. This will be handy....