From e2731502f69dffc80a321de8d0b024c6b490ed81 Mon Sep 17 00:00:00 2001 From: Ashley N Date: Wed, 13 Sep 2023 06:12:30 +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 14b3a46..1328bd4 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -24,7 +24,7 @@ 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. 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. +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. Ensure both your tilemap and tileset are set to 8x8 tiles, or you will get a validation error upon running `level`. ## 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`).