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Project overview, codebase map, and the first walkthrough for new contributors.
OPEN STARTER ROUTE ->Insert coin, open the cabinet, rebuild the run.
A browser-playable C11 + SDL2 platformer with TOML worlds, a visual level editor, and a source tree designed to be studied like a working arcade machine.
Normal Play now boots from every play CTA. Debug Mode is kept as a developer diagnostic path with the same WebAssembly payload plus --debug.
WebAssembly cabinet ready Click to load the browser build and start the run.
Super Mango is a classic side-scrolling platformer and a commented learning resource for C and SDL2 game programming. It keeps the game loop, rendering, input, collision, assets, WebAssembly build, and level tooling visible.
Start the WebAssembly build, learn the controls, and test the browser version without installing anything.
START RUN -> PATH_02Follow the C11 + SDL2 architecture, game loop, rendering, collision, input, and entity systems.
OPEN GUIDE -> PATH_03Inspect TOML worlds, asset rules, and the visual level editor workflow for extending the platformer.
WORLD BUILDER ->One-way platforms, float platforms, crumble bridges, floor gaps, bouncepads, vines, ladders, and ropes.
Spiders, jumping spiders, birds, faster birds, fish, and faster fish across hand-authored TOML levels.
Spike rows, spike platforms, axe traps, circular saws, blue flames, fire flames, and rail blocks.
Parallax scrolling, player animation states, camera tracking, fog overlay, HUD, and pixel-perfect rendering.
Standalone SDL2 editor with canvas tools, palette, properties, validation, autosave, export, and play-test integration.
Native builds for macOS, Linux, and Windows, plus a browser-playable Emscripten/WebAssembly build.
The landing page now groups docs by intent. Use the full manual when you need the exhaustive index.
Project overview, codebase map, and the first walkthrough for new contributors.
OPEN STARTER ROUTE ->Player lifecycle, entities, hazards, constants, collectibles, and platform surfaces.
STUDY SYSTEMS ->Level format, visual editor, sprites, audio, and content authoring references.
BUILD A LEVEL ->Make targets, source-file ownership, native builds, WebAssembly, and validation gates.
OPEN TOOLCHAIN ->
Download builds for your platform from GitHub Releases, or return to the WebAssembly cabinet for no-install browser play.
Native builds should run from the repository root so they can find assets/.