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@ -40,16 +40,22 @@ The map data is stored in layers. The layer panel is on the right, and looks lik
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**Note: You can re-order the layers in the menu, and hide/unhide layers. But do not rename any of the layers. Renaming the layers will cause the map conversion to fail.**
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**Note: You can re-order the layers in the menu, and hide/unhide layers. But do not rename any of the layers. Renaming the layers will cause the map conversion to fail.**
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### Adding Tiles
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There are 7 tile layers, `tiles0` to `tiles6`. These layers store tile data you can see in-game. The main layer you should be adding tiles to is `tiles1`. More details on the layers can be found in the detailed docs.
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There are 7 tile layers, `tiles0` to `tiles6`. These layers store tile data you can see in-game. The main layer you should be adding tiles to is `tiles1`. More details on the layers can be found in the detailed docs.
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Here we take tiles from the tileset and add them to the `tiles1` layer.
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Here we take tiles from the tileset and add them to the `tiles1` layer.
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### Adding Collision
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Tile layers are purely visual. For Erina to collide with the floor, you need to add collision tiles to the `collision` layer. **Note: Do not add collision data to tile layers, or tile data to the collision layer**.
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Tile layers are purely visual. For Erina to collide with the floor, you need to add collision tiles to the `collision` layer. **Note: Do not add collision data to tile layers, or tile data to the collision layer**.
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### Adding Items
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Before we add items and events, make sure **View -> Snapping -> Snap to Grid** is turned on, like in the image below:
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Before we add items and events, make sure **View -> Snapping -> Snap to Grid** is turned on, like in the image below:
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@ -62,12 +68,16 @@ Alternatively, you can copy-paste an existing item object and simply change the
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### Adding Events
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Almost everything else in the game is an event. More details on events will be explained later. To add an event, we switch to the `event` object layer. Create events the same way you create items.
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Almost everything else in the game is an event. More details on events will be explained later. To add an event, we switch to the `event` object layer. Create events the same way you create items.
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In the following image, we create a "Start Point" event (event id 34), and a column of autosave events. (42 is an autosave event, and 44 is a no-save event, which allows autosave events to be triggered again)
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In the following image, we create a "Start Point" event (event id 34), and a column of autosave events. (42 is an autosave event, and 44 is a no-save event, which allows autosave events to be triggered again)
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### Editing Room Data
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Finally, you can also edit room types, room colors and room backgrounds. The most important of the three is room types. Room types affect how the camera scrolls in the rooms.
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Finally, you can also edit room types, room colors and room backgrounds. The most important of the three is room types. Room types affect how the camera scrolls in the rooms.
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In this case, we want to turn these rooms into a single long room. We do this going to the `roomtype` layer, selecting the rooms we want to change, and change the names of these objects to "2". Room type 2 represents long horizontal rooms. More information on room types can be found in the detailed docs.
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In this case, we want to turn these rooms into a single long room. We do this going to the `roomtype` layer, selecting the rooms we want to change, and change the names of these objects to "2". Room type 2 represents long horizontal rooms. More information on room types can be found in the detailed docs.
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