Update Design Doc: `level` tool
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@ -24,7 +24,7 @@ The string property `reskit-layer` set on a Tile Layer indicates which layer sho
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* `a`/`A` for Plane A
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* `a`/`A` for Plane A
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* `b`/`B` for Plane B
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* `b`/`B` for Plane B
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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.
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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`.
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## Collision Map
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## Collision Map
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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`).
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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`).
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