diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index ae9266f..64968aa 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -33,11 +33,6 @@ Use property `reskit-tile-order` to assign a tile order when loaded into VRAM. V ##### Palette Assignment Per tile in the tileset, you can use property `reskit-palette` to assign a palette to each tile. Care should be taken not to exceed 15 colours per tile in total. -## Collision Map -The boolean property `reskit-collision` set on a Tile Layer to `true` indicates which layer should be used for building the tile collision map. Any non-zero item placed indicates a tile which the player is not permitted to pass through. How you implement this is up to your game engine - reskit will simply save the collision map in a `.lvc` file as an artifact (`collision.lvc`). - -If no layer is defined with `reskit-collision` you will receive a warning on the command line. Generally most maps should include collision data - it is NOT auto-generated! - ## Objects Object layers let you define what objects are in the map. Objects may be players, items, triggers, and are identified by the `reskit-object-id` attribute, which will correlate with an id provided by you in argument `--symbol-ids`. Use `reskit-field[x]` to define the value for a given field, specified by `--fields`.