Update Design Doc: `level` tool

master
Ashley N. 2023-09-13 06:12:30 +00:00
parent 2f5a6dfa56
commit e2731502f6
1 changed files with 1 additions and 1 deletions

@ -24,7 +24,7 @@ The string property `reskit-layer` set on a Tile Layer indicates which layer sho
* `a`/`A` for Plane A * `a`/`A` for Plane A
* `b`/`B` for Plane B * `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 ## 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`). 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`).