From b00cd968bbfa3050a40e0e039d321a00e8d0aa48 Mon Sep 17 00:00:00 2001 From: Ashley N Date: Thu, 7 Sep 2023 21:23:04 +0000 Subject: [PATCH] Update Design Doc: `level` tool --- Design-Doc%3A-%60level%60-tool.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index bf29331..1e9b01c 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -22,7 +22,7 @@ The string property `reskit-layer` set on a Tile Layer indicates which layer sho * `a`/`A` for Plane A * `b`/`B` for Plane B -Tile layers without `reskit-layer` set are ignored by the `level` tool. +Tile layers without `reskit-layer` set are ignored by the `level` tool. If no tile layer is specified using the `reskit-layer` property, or you use a setting invalid for the selected system, you will receive an error on the command line. ## 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 `.bin` file as an artifact (`collision.bin`).