From 39cf24ff06529706c2001376fa73e69c4df8bb7f Mon Sep 17 00:00:00 2001 From: Ashley N Date: Thu, 7 Sep 2023 22:59:15 +0000 Subject: [PATCH] Update Design Doc: `level` tool --- Design-Doc%3A-%60level%60-tool.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index ba958e0..f409b59 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -13,7 +13,7 @@ To convert a Tiled map and tileset: ``` reskit level -i map.tmx -c mapping.toml --console md --tile-size 2x2 ``` -Reskit will compile and output a .lvl file and related artifacts (depending on `--console` setting) which you can then bundle into your game project. +Reskit will compile and output multiple level-related artifacts (depending on `--console` setting) which you can then bundle into your game project. ## Graphics Layers The string property `reskit-layer` set on a Tile Layer indicates which layer should be applied to which hardware layer in your system of choice. @@ -68,8 +68,8 @@ While the above format contains the graphics, this contains the nametable settin ## .lvc Format (Level Collision) The collision map is just an array of 8-bit unsigned integers laid out with the same tile dimensions as your visible layers. 0 is a free area, while 1 is a collision area. -## .lvl Format (Level) -The .lvl format is output by the `level` tool. It is a binary format ideal for use on a 8-bit or 16-bit game console. All coordinates use (0,0) upper left as an origin. +## .ent Format (Entities/Components) +This file contains the entity-component system defined by the [attributes](#entity-component-system) set in Tiled Map Editor's object layer(s). ### Entity Data ```