-- Breaking Changes
+- 1.2.2 - 2019-05-16
-- 1.1.0 - 2018-12-27
- Related Projects
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Selecting Collision Types
The Collision Type Selector is a tab next to the Metatile Selector. It features 32 total different collision types. The left column is for collision types that allow the player to walk through the tiles. These are denoted by white text. The right column is for collision types that are impassable by the player. These are denoted by red text.
The transparency slider above the collision types controls the transparency of the collision properties on the map view.
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Collision Types
Now we’ll go over the different types of collisions, along with some important concepts. Each row in the Collision Type Selector represents a different elevation, which is why most rows have hexadecimal numbers in them (2, 3, 4, …, D, E). Rows 0, 1, and F have special purposes.
Elevation is how the game determines whether or not an object is on the same level as something else. For example, it’s commonly used to make sure the player can’t walk off the top side of a mountain. If the player’s current elevation is 4, but the player is trying to walk onto a metatile with elevation 3, then the game won’t let the player walk in that direction. In the example below from Route 114, the player would be unable to walk north from the mountain onto the grass. This is because 3 and 4 are different elevations.
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