Update Design Doc: `level` tool
parent
90553ee473
commit
1f91ca344a
|
@ -33,11 +33,6 @@ Use property `reskit-tile-order` to assign a tile order when loaded into VRAM. V
|
||||||
##### Palette Assignment
|
##### 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.
|
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
|
## 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`.
|
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`.
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue