Tile movement: http://wiki.spheredev.org/Tile_Movement
Edit:
Handling update and render scripts: http://wiki.spheredev.org/Handling_Multiple_Update_or_Render_Scripts
Mooch: It seems you want guidance on creating a platformer game in Sphere.
I can't tackle all those tutorials on the subject since it's similar in scope to creating a battle system. Sometimes some systems are so complex you just gotta do it yourself with a bit of creativity. Now what I can do is make a foundation for how one would start doing that in Sphere. Then maybe a few things will begin to click.
Edit:
I just made the smallest tile movement system ever, it's actually from the tutorial above but minified in my own way.
function TileSystem(input, sound) {
this.input = input; this.sound = sound;
BindKey(KEY_UP , '', ''); BindKey(KEY_DOWN , '', '');
BindKey(KEY_LEFT, '', ''); BindKey(KEY_RIGHT, '', ''); }
TileSystem.prototype.update = function() {
if (!this.input || !IsCommandQueueEmpty(this.input)) return;
this.check(KEY_LEFT , COMMAND_MOVE_WEST , COMMAND_FACE_WEST , -1, 0, 16);
this.check(KEY_RIGHT, COMMAND_MOVE_EAST , COMMAND_FACE_EAST , 1, 0, 16);
this.check(KEY_UP , COMMAND_MOVE_NORTH, COMMAND_FACE_NORTH, 0, -1, 16);
this.check(KEY_DOWN , COMMAND_MOVE_SOUTH, COMMAND_FACE_SOUTH, 0, 1, 16); }
TileSystem.prototype.check = function(key, cmd, face, dx, dy, d) {
if (!IsKeyPressed(key)) return;
var x = GetPersonX(this.input) + dx*d, y = GetPersonY(this.input) + dy*d;
if (IsPersonObstructed(this.input, x, y)) { if (this.sound) this.sound.play(); cmd = COMMAND_ANIMATE; }
QueuePersonCommand(this.input, face, true);
for (; d; d--) QueuePersonCommand(this.input, cmd, false); }