diff --git a/docs/.buildinfo b/docs/.buildinfo index 9a9c3c40..a2fb88cf 100644 --- a/docs/.buildinfo +++ b/docs/.buildinfo @@ -1,4 +1,4 @@ # Sphinx build info version 1 # This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done. -config: 35c314871182f9e28f8c0e09854739ca +config: d1e5f860d6b0c1de0d36ead565d7aab0 tags: 645f666f9bcd5a90fca523b33c5a78b7 diff --git a/docs/CHANGELOG.html b/docs/CHANGELOG.html deleted file mode 100644 index 194c2ca5..00000000 --- a/docs/CHANGELOG.html +++ /dev/null @@ -1,358 +0,0 @@ - - - - - - - - - - - Changelog — porymap documentation - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Changelog

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All notable changes to this project will be documented in this file.

-

The format is based on Keep a Changelog, -and this project somewhat adheres to Semantic Versioning. The MINOR version number is bumped when there are breaking changes in the pret projects.

-

The “Breaking Changes” listed below are changes that have been made in the decompilation projects (e.g. pokeemerald), which porymap requires in order to work properly. If porymap is used on a project that is not up-to-date with the breaking changes, then porymap will likely break or behave improperly.

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Unreleased

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Added

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    -
  • Add region map editor
  • -
  • Add ability to add new tilesets
  • -
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Changed

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    -
  • Event sprites now display as facing the direction of their movement type.
  • -
  • Default values for newly-created events now use valid values from the project, rather than hardcoded values.
  • -
  • Deleting events will stay in the same events tab for easier bulk deletions.
  • -
  • Double-clicking on a secret base event will open the corresponding secret base map.
  • -
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Fixed

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    -
  • Fix bug in zoomed metatile selector where a large selection rectangle was being rendered.
  • -
  • Fix bug where edited map icons were not rendered properly.
  • -
  • Fix bug where right-click copying a tile from the tileset editor’s metatile layers wouldn’t copy the x/y flip status.
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1.2.1 - 2019-02-16

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Added

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  • Add ability to zoom in and out the map metatile selector via a slider at the bottom of the metatile selector window.
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Fixed

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  • Fix crash when creating a new map from a layout that has no pre-existing maps that use it.
  • -
  • Fix bug where var_value, trainer_type and trainer_sight_or_berry_tree_id JSON fields were being interpreted as integers.
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1.2.0 - 2019-02-04

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Breaking Changes

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Added

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    -
  • Add “magic fill” mode to fill tool (hold down CTRL key). This fills all matching metatiles on the map, rather than only the contiguous region.
  • -
  • Add ability to import tileset palettes (JASC, .pal, .tpl, .gpl, .act).
  • -
  • Add ability to export tileset tiles as indexed .png images. The currently-selected palette is used.
  • -
  • Restore window sizes the next time the application is opened.
  • -
  • Add ability to import metatiles from Advance Map 1.92 (.bvd files).
  • -
  • Add About window that contains porymap information and changelog. (Found in file menu Help > About Porymap)
  • -
  • Add option to show player’s in-game view when hovering the mouse on the map.
  • -
  • Add option to show an outline around the currently-hovered map tile. Its size depends on the size of the current metatile selection.
  • -
  • Add ability to define custom fields for map header and all events.
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Changed

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  • Collapse the map list by default.
  • -
  • Collision view now has a transparency slider to help make it easier to view the underlying metatiles.
  • -
  • When importing tileset tiles from an image that is not indexed, the user can also provide a palette for the image. This is for the scenario where the user exports tiles and a palette from Advance Map.
  • -
  • When creating a new map, the user specifies all of the map properties in a new window prompt.
  • -
  • New maps can be created using existing layouts by right-clicking on an existing layout folder in the map list panel when sorted by “Layout”.
  • -
  • The map list panel now has “expand-all” and “collapse-all” buttons.
  • -
  • Events without sprites are now partially transparent so the underlying metatile can be seen. (Warps, signs, etc.)
  • -
  • Changed the Trainer checkbox to a combobox, since there are actually 3 valid values for the trainer type.
  • -
  • Multiline comments are now respected when parsing C defines.
  • -
  • The tiles image in the tileset editor will no longer flip according to the x/y flip checkboxes. The individual tile selection still flips, though.
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Fixed

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    -
  • Fix bug where smart paths could be auto-enabled, despite the checkbox being disabled.
  • -
  • Fix crash that could occur when changing the palette id in the tileset palette editor.
  • -
  • Fix crash that could occur when shrinking the number of metatiles in a tileset.
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  • Fix bug where exported tile images from Advance Map were not handled correctly due to Advance Map using incorrect file extensions.
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1.1.0 - 2018-12-27

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Breaking Changes

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Added

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  • Add porymap.project.cfg config file to project repos, in order to house project-specific settings, such as base_game_version=pokeemerald.
  • -
  • Write all logs to porymap.log file, so users can view any errors that porymap hits.
  • -
  • Changelog
  • -
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Changed

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    -
  • Add porymap.cfg base config file, rather than using built-in system settings (e.g. registry on Windows).
  • -
  • Properly read/write map headers for pokeemerald.
  • -
  • Overhauled event editing pane, which now contains tabs for each different event. Events of the same type can be iterated through using the spinner at the top of the tab. This makes it possible to edit events that are outside the viewing window.
  • -
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Fixed

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  • Creating new hidden-item events now uses a valid default flag value.
  • -
  • Fix bug where tilesets were sometimes not displaying their bottom row of metatiles.
  • -
  • Fix bug where porymap crashes on startup due to missing map headers.
  • -
  • Fix tileset editor crash that only happened on macOS.
  • -
  • Fix minor bug when parsing C defines.
  • -
  • Write MAP_GROUPS_COUNT define to maps.h.
  • -
  • Fix bug where opening multiple projects and saving would cause junk to be written to layouts_table.inc.
  • -
  • Fix porymap icon on macOS.
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1.0.0 - 2018-10-26

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This was the initial release.

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- - - - - - - - - - - - \ No newline at end of file diff --git a/docs/README.html b/docs/README.html index a5d1d157..60b381ed 100644 --- a/docs/README.html +++ b/docs/README.html @@ -103,41 +103,13 @@
  • Smart Paths
  • Change Map Border
  • Change Map Tilesets
  • +
  • Undo & Redo
  • Editing Map Events
  • Reference

    diff --git a/docs/_images/collision-cliff.png b/docs/_images/collision-cliff.png new file mode 100644 index 00000000..b43cc01c Binary files /dev/null and b/docs/_images/collision-cliff.png differ diff --git a/docs/_images/impassable-collision-type.png b/docs/_images/impassable-collision-type.png new file mode 100644 index 00000000..153667aa Binary files /dev/null and b/docs/_images/impassable-collision-type.png differ diff --git a/docs/_images/map-collisions.png b/docs/_images/map-collisions.png new file mode 100644 index 00000000..0fc9bd69 Binary files /dev/null and b/docs/_images/map-collisions.png differ diff --git a/docs/_images/multi-level-bridge.png b/docs/_images/multi-level-bridge.png new file mode 100644 index 00000000..8a70caff Binary files /dev/null and b/docs/_images/multi-level-bridge.png differ diff --git a/docs/_images/multi-level-collision-type-1.png b/docs/_images/multi-level-collision-type-1.png new file mode 100644 index 00000000..31f6d084 Binary files /dev/null and b/docs/_images/multi-level-collision-type-1.png differ diff --git a/docs/_images/multi-level-collision-type-2.png b/docs/_images/multi-level-collision-type-2.png new file mode 100644 index 00000000..35d25dfc Binary files /dev/null and b/docs/_images/multi-level-collision-type-2.png differ diff --git a/docs/_images/surf-collision-type-1.png b/docs/_images/surf-collision-type-1.png new file mode 100644 index 00000000..0d83e23b Binary files /dev/null and b/docs/_images/surf-collision-type-1.png differ diff --git a/docs/_images/surf-collision-type-2.png b/docs/_images/surf-collision-type-2.png new file mode 100644 index 00000000..06395ffa Binary files /dev/null and b/docs/_images/surf-collision-type-2.png differ diff --git a/docs/_images/transition-collision-type.png b/docs/_images/transition-collision-type.png new file mode 100644 index 00000000..a5a78b7f Binary files /dev/null and b/docs/_images/transition-collision-type.png differ diff --git a/docs/_sources/CHANGELOG.md.txt b/docs/_sources/CHANGELOG.md.txt deleted file mode 100644 index 57d64119..00000000 --- a/docs/_sources/CHANGELOG.md.txt +++ /dev/null @@ -1,98 +0,0 @@ -# Changelog -All notable changes to this project will be documented in this file. - -The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), -and this project somewhat adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). The MINOR version number is bumped when there are breaking changes in the pret projects. - -The **"Breaking Changes"** listed below are changes that have been made in the decompilation projects (e.g. pokeemerald), which porymap requires in order to work properly. If porymap is used on a project that is not up-to-date with the breaking changes, then porymap will likely break or behave improperly. - -## [Unreleased] -### Added -- Add region map editor -- Add ability to add new tilesets - -### Changed -- Event sprites now display as facing the direction of their movement type. -- Default values for newly-created events now use valid values from the project, rather than hardcoded values. -- Deleting events will stay in the same events tab for easier bulk deletions. -- Double-clicking on a secret base event will open the corresponding secret base map. - -### Fixed -- Fix bug in zoomed metatile selector where a large selection rectangle was being rendered. -- Fix bug where edited map icons were not rendered properly. -- Fix bug where right-click copying a tile from the tileset editor's metatile layers wouldn't copy the x/y flip status. - - -## [1.2.1] - 2019-02-16 -### Added -- Add ability to zoom in and out the map metatile selector via a slider at the bottom of the metatile selector window. - -### Fixed -- Fix crash when creating a new map from a layout that has no pre-existing maps that use it. -- Fix bug where `var_value`, `trainer_type` and `trainer_sight_or_berry_tree_id` JSON fields were being interpreted as integers. - -## [1.2.0] - 2019-02-04 -### Breaking Changes -- New JSON map data format in pokeemerald and pokeruby from commits [82abc164dc9f6a74fdf0c535cc1621b7ed05318b](https://github.com/pret/pokeemerald/commit/82abc164dc9f6a74fdf0c535cc1621b7ed05318b) and [a0ba1b7c6353f7e4f3066025514c05b323a0123d](https://github.com/pret/pokeruby/commit/a0ba1b7c6353f7e4f3066025514c05b323a0123d). - -### Added -- Add "magic fill" mode to fill tool (hold down CTRL key). This fills all matching metatiles on the map, rather than only the contiguous region. -- Add ability to import tileset palettes (JASC, .pal, .tpl, .gpl, .act). -- Add ability to export tileset tiles as indexed .png images. The currently-selected palette is used. -- Restore window sizes the next time the application is opened. -- Add ability to import metatiles from Advance Map 1.92 (.bvd files). -- Add About window that contains porymap information and changelog. (Found in file menu `Help > About Porymap`) -- Add option to show player's in-game view when hovering the mouse on the map. -- Add option to show an outline around the currently-hovered map tile. Its size depends on the size of the current metatile selection. -- Add ability to define custom fields for map header and all events. - -### Changed -- Collapse the map list by default. -- Collision view now has a transparency slider to help make it easier to view the underlying metatiles. -- When importing tileset tiles from an image that is not indexed, the user can also provide a palette for the image. This is for the scenario where the user exports tiles and a palette from Advance Map. -- When creating a new map, the user specifies all of the map properties in a new window prompt. -- New maps can be created using existing layouts by right-clicking on an existing layout folder in the map list panel when sorted by "Layout". -- The map list panel now has "expand-all" and "collapse-all" buttons. -- Events without sprites are now partially transparent so the underlying metatile can be seen. (Warps, signs, etc.) -- Changed the Trainer checkbox to a combobox, since there are actually 3 valid values for the trainer type. -- Multiline comments are now respected when parsing C defines. -- The tiles image in the tileset editor will no longer flip according to the x/y flip checkboxes. The individual tile selection still flips, though. - -### Fixed -- Fix bug where smart paths could be auto-enabled, despite the checkbox being disabled. -- Fix crash that could occur when changing the palette id in the tileset palette editor. -- Fix crash that could occur when shrinking the number of metatiles in a tileset. -- Fix bug where exported tile images from Advance Map were not handled correctly due to Advance Map using incorrect file extensions. - -## [1.1.0] - 2018-12-27 -### Breaking Changes -- New map header format in pokeemerald from commit [a1ea3b5e394bc115ba9b86348c161094a00dcca7](https://github.com/pret/pokeemerald/commit/a1ea3b5e394bc115ba9b86348c161094a00dcca7). - -### Added -- Add `porymap.project.cfg` config file to project repos, in order to house project-specific settings, such as `base_game_version=pokeemerald`. -- Write all logs to `porymap.log` file, so users can view any errors that porymap hits. -- Changelog - -### Changed -- Add `porymap.cfg` base config file, rather than using built-in system settings (e.g. registry on Windows). -- Properly read/write map headers for `pokeemerald`. -- Overhauled event editing pane, which now contains tabs for each different event. Events of the same type can be iterated through using the spinner at the top of the tab. This makes it possible to edit events that are outside the viewing window. - -### Fixed -- Creating new hidden-item events now uses a valid default flag value. -- Fix bug where tilesets were sometimes not displaying their bottom row of metatiles. -- Fix bug where porymap crashes on startup due to missing map headers. -- Fix tileset editor crash that only happened on macOS. -- Fix minor bug when parsing C defines. -- Write `MAP_GROUPS_COUNT` define to `maps.h`. -- Fix bug where opening multiple projects and saving would cause junk to be written to `layouts_table.inc`. -- Fix porymap icon on macOS. - -## [1.0.0] - 2018-10-26 -This was the initial release. - -[Unreleased]: https://github.com/huderlem/porymap/compare/1.2.1...HEAD -[1.2.1]: https://github.com/huderlem/porymap/compare/1.2.0...1.2.1 -[1.2.0]: https://github.com/huderlem/porymap/compare/1.1.0...1.2.0 -[1.1.0]: https://github.com/huderlem/porymap/compare/1.0.0...1.1.0 -[1.0.0]: https://github.com/huderlem/porymap/tree/1.0.0 diff --git a/docs/_sources/index.rst.txt b/docs/_sources/index.rst.txt index 4479af07..3111a49f 100644 --- a/docs/_sources/index.rst.txt +++ b/docs/_sources/index.rst.txt @@ -11,6 +11,7 @@ Porymap Documentation manual/introduction manual/navigation manual/editing-map-tiles + manual/editing-map-collisions manual/editing-map-events .. toctree:: diff --git a/docs/_sources/manual/editing-map-collisions.rst.txt b/docs/_sources/manual/editing-map-collisions.rst.txt new file mode 100644 index 00000000..f91840cf --- /dev/null +++ b/docs/_sources/manual/editing-map-collisions.rst.txt @@ -0,0 +1,73 @@ +********************** +Editing Map Collisions +********************** + +The second half of editing a map's metatiles is their collision properties. This is what determines if the player can walk or surf on each metatile during gameplay. Whenever editing a map's metatiles, you need to update the collision properties appropriately. Typically, a user will first map the visual metatiles and fill in the collision properties after that is finished. The editing flow for collisions is very similar to editing map tiles. First, you select a collision type. Then, you paint it onto the map. + +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. + +.. figure:: images/editing-map-collisions/map-collisions.png + :alt: Map Collisions View + + Map Collisions View + +Unlike metatiles, only one collision type can be selected at a time. A collision type can be selected either by clicking in the Collision Type Selector. You can also right-click on a metatile from the map area, just like you would when editing metatiles. + +Painting Collisions +------------------- + +The painting process for collisions is nearly identical to painting metatiles. You can use the same paint tools and shortcuts, with the exception of Smart Paths. Undo/redo history includes collision modifications, too. + +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. + +.. figure:: images/editing-map-collisions/collision-cliff.png + :alt: Different Elevations on a Cliff + + Different Elevations on a Cliff + +Now that you undertand the basics of elevation, let's explore the special collision types, which have no elevation associated with them. + +Transition Collision Type |transition-collision-type| + The Transition collision type allows the player to move between different elevations. The most common use case is for stairs. The player will always be allowed to walk onto this collision type. Then, the player will be able to walk onto any elevation. + +.. |transition-collision-type| + image:: images/editing-map-collisions/transition-collision-type.png + +Impassable Collision Type |impassable-collision-type| + The Impassable collision type blocks the player from moving. What makes it special is that it doesn't count as any particular elevation. This means that, for example, a signpost would be interactable from all elevations if it uses this collision type. This is the most common impassable collision type used in the game, and it should generally be used for impassable tiles. + +.. |impassable-collision-type| + image:: images/editing-map-collisions/impassable-collision-type.png + +Surf Collision Type |surf-collision-type-1| |surf-collision-type-2| + The Surf collision type allow the player to surf. The red version is just the impassable version. **The player will only be able to start surfing from elevation 3. The same is true when hopping off onto land.** + +.. |surf-collision-type-1| + image:: images/editing-map-collisions/surf-collision-type-1.png + +.. |surf-collision-type-2| + image:: images/editing-map-collisions/surf-collision-type-2.png + +Multi-Level Collision Type |multi-level-collision-type-1| |multi-level-collision-type-2| + The Multi-Level collision type is used for bridges. The red version is just the impassable version, and it doesn't have any special use. Multi-level collision type remembers the player's previous elevation and maintains that elevation as long as the player continues to walk on multi-level collision. The player will only be able to leave multi-level collision if he walks onto a new tile that has the same elevation as before the multi-level collision was entered. Here is an example of a bridge from Route 119 that illustrates the ability to surf north/south under the bridge, while also being able to walk east/west. + +.. figure:: images/editing-map-collisions/multi-level-bridge.png + :alt: Multi-Level Collision Type on a Bridge + + Multi-Level Collision Type on a Bridge + +.. |multi-level-collision-type-1| + image:: images/editing-map-collisions/multi-level-collision-type-1.png + +.. |multi-level-collision-type-2| + image:: images/editing-map-collisions/multi-level-collision-type-2.png diff --git a/docs/_sources/manual/editing-map-tiles.rst.txt b/docs/_sources/manual/editing-map-tiles.rst.txt index 503e616b..e173d11e 100644 --- a/docs/_sources/manual/editing-map-tiles.rst.txt +++ b/docs/_sources/manual/editing-map-tiles.rst.txt @@ -150,4 +150,9 @@ Every map uses exactly two Tilesets--primary and secondary. These can be change .. figure:: images/editing-map-tiles/tileset-pickers.png :alt: Tileset Pickers - Tileset Pickers + Tileset Pickerss + +Undo & Redo +----------- + +When painting metatiles, you can undo and redo actions you take. This makes it very easy to fix mistakes or go back in time. Undo can be performed with ``Ctrl+Z`` or *Edit -> Undo*. Redo can be performed with ``Ctrl+Y`` or *Edit -> Redo*. diff --git a/docs/_sources/reference/changelog.rst.txt b/docs/_sources/reference/changelog.rst.txt new file mode 100644 index 00000000..93ae2360 --- /dev/null +++ b/docs/_sources/reference/changelog.rst.txt @@ -0,0 +1,3 @@ +*********** +Changelog +*********** \ No newline at end of file diff --git a/docs/_sources/requirements.txt b/docs/_sources/requirements.txt deleted file mode 100644 index efa74079..00000000 --- a/docs/_sources/requirements.txt +++ /dev/null @@ -1,3 +0,0 @@ -sphinx -sphinx_rtd_theme -recommonmark diff --git a/docs/_static/porymap-icon-1.ico b/docs/_static/porymap-icon-1.ico deleted file mode 100644 index 9af82ad5..00000000 Binary files a/docs/_static/porymap-icon-1.ico and /dev/null differ diff --git a/docs/genindex.html b/docs/genindex.html index 8bdef7d5..d626085e 100644 --- a/docs/genindex.html +++ b/docs/genindex.html @@ -104,6 +104,13 @@
  • Smart Paths
  • Change Map Border
  • Change Map Tilesets
  • +
  • Undo & Redo
  • + + +
  • Editing Map Collisions
  • Editing Map Events
  • @@ -191,6 +198,10 @@
  • + + Edit on GitHub + +
  • diff --git a/docs/index.html b/docs/index.html index a497f90a..9bc54848 100644 --- a/docs/index.html +++ b/docs/index.html @@ -104,6 +104,13 @@
  • Smart Paths
  • Change Map Border
  • Change Map Tilesets
  • +
  • Undo & Redo
  • + + +
  • Editing Map Collisions
  • Editing Map Events
  • @@ -191,7 +198,9 @@
  • - View page source + + Edit on GitHub +
  • @@ -235,6 +244,13 @@
  • Smart Paths
  • Change Map Border
  • Change Map Tilesets
  • +
  • Undo & Redo
  • + + +
  • Editing Map Collisions
  • Editing Map Events
  • diff --git a/docs/manual/editing-map-collisions.html b/docs/manual/editing-map-collisions.html new file mode 100644 index 00000000..4313ccfa --- /dev/null +++ b/docs/manual/editing-map-collisions.html @@ -0,0 +1,315 @@ + + + + + + + + + + + Editing Map Collisions — porymap documentation + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + +
    + + + + + +
    + +
    + + + + + + + + + + + + + + + + + +
    + + + + +
    +
    +
    +
    + +
    +

    Editing Map Collisions

    +

    The second half of editing a map’s metatiles is their collision properties. This is what determines if the player can walk or surf on each metatile during gameplay. Whenever editing a map’s metatiles, you need to update the collision properties appropriately. Typically, a user will first map the visual metatiles and fill in the collision properties after that is finished. The editing flow for collisions is very similar to editing map tiles. First, you select a collision type. Then, you paint it onto the map.

    +
    +

    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.

    +
    +Map Collisions View +

    Map Collisions View

    +
    +

    Unlike metatiles, only one collision type can be selected at a time. A collision type can be selected either by clicking in the Collision Type Selector. You can also right-click on a metatile from the map area, just like you would when editing metatiles.

    +
    +
    +

    Painting Collisions

    +

    The painting process for collisions is nearly identical to painting metatiles. You can use the same paint tools and shortcuts, with the exception of Smart Paths. Undo/redo history includes collision modifications, too.

    +
    +
    +

    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.

    +
    +Different Elevations on a Cliff +

    Different Elevations on a Cliff

    +
    +

    Now that you undertand the basics of elevation, let’s explore the special collision types, which have no elevation associated with them.

    +
    +
    Transition Collision Type transition-collision-type
    +
    The Transition collision type allows the player to move between different elevations. The most common use case is for stairs. The player will always be allowed to walk onto this collision type. Then, the player will be able to walk onto any elevation.
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    +
    +
    Impassable Collision Type impassable-collision-type
    +
    The Impassable collision type blocks the player from moving. What makes it special is that it doesn’t count as any particular elevation. This means that, for example, a signpost would be interactable from all elevations if it uses this collision type. This is the most common impassable collision type used in the game, and it should generally be used for impassable tiles.
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    Surf Collision Type surf-collision-type-1 surf-collision-type-2
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    The Surf collision type allow the player to surf. The red version is just the impassable version. The player will only be able to start surfing from elevation 3. The same is true when hopping off onto land.
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    +
    +
    Multi-Level Collision Type multi-level-collision-type-1 multi-level-collision-type-2
    +
    The Multi-Level collision type is used for bridges. The red version is just the impassable version, and it doesn’t have any special use. Multi-level collision type remembers the player’s previous elevation and maintains that elevation as long as the player continues to walk on multi-level collision. The player will only be able to leave multi-level collision if he walks onto a new tile that has the same elevation as before the multi-level collision was entered. Here is an example of a bridge from Route 119 that illustrates the ability to surf north/south under the bridge, while also being able to walk east/west.
    +
    +
    +Multi-Level Collision Type on a Bridge +

    Multi-Level Collision Type on a Bridge

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    + + +
    + +
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    + +
    + + + + + + + + + + + + \ No newline at end of file diff --git a/docs/manual/editing-map-events.html b/docs/manual/editing-map-events.html index c3cf113c..39fedd90 100644 --- a/docs/manual/editing-map-events.html +++ b/docs/manual/editing-map-events.html @@ -37,7 +37,7 @@ - + @@ -105,6 +105,13 @@
  • Smart Paths
  • Change Map Border
  • Change Map Tilesets
  • +
  • Undo & Redo
  • + + +
  • Editing Map Collisions
  • Editing Map Events
  • @@ -192,7 +199,9 @@
  • - View page source + + Edit on GitHub +
  • @@ -220,7 +229,7 @@ - + diff --git a/docs/manual/editing-map-tiles.html b/docs/manual/editing-map-tiles.html index f4a03b3a..99ba7786 100644 --- a/docs/manual/editing-map-tiles.html +++ b/docs/manual/editing-map-tiles.html @@ -36,7 +36,7 @@ - + @@ -105,6 +105,13 @@
  • Smart Paths
  • Change Map Border
  • Change Map Tilesets
  • +
  • Undo & Redo
  • + + +
  • Editing Map Collisions
  • Editing Map Events
  • @@ -192,7 +199,9 @@
  • - View page source + + Edit on GitHub +
  • @@ -306,9 +315,13 @@

    Every map uses exactly two Tilesets–primary and secondary. These can be changed by choosing a different value from the two Tileset dropdowns.

    Tileset Pickers -

    Tileset Pickers

    +

    Tileset Pickerss

    +
    +

    Undo & Redo

    +

    When painting metatiles, you can undo and redo actions you take. This makes it very easy to fix mistakes or go back in time. Undo can be performed with Ctrl+Z or Edit -> Undo. Redo can be performed with Ctrl+Y or Edit -> Redo.

    +
    @@ -319,7 +332,7 @@