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This is super cool! I had no idea someone could create and share an entire system like this, and this lends credence to Stencyl being what I might go with for my own metroidvania. 
If I may ask a few questions, I'm curious if the engine can handle something with the scope/size of Metroid Zero Mission? 
And is it possible to design an inventory system that could be switched over from this screen? 

For inventory system, check my RPG Elements pack. As for the inventory menu itself (item management and stuff), you'd have to create it on your own, as I have not made available my menu systems in general yet. But in general, it is possible to switch between menus, provided you code the appropriately.

This map system was inspired by all the 2D metroid/castlevania games, as well as map systems from several other games, Zero Mission included. So yes, you should be able to make something in the scope and size of Zero Mission.


Thanks a ton for your response! :) 
Once I actually learn the system better, I'll try and make a "Samus Screen" type thing. I'm currently pretty new to all this stuff, but I'm finding Stencyl to be pretty intuitive most of the time, and its nice to hear the kinda game I want to make is doable with the program. I have loads of ideas, but very little idea of how to actually implement them- so it's refreshing to hear someone express confidence in a much simpler engine like this.