HowToUseTiledToCreateStendhalMaps: Difference between revisions

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imported>Kymara
m just moving comment for clarity
imported>Kymara
Layers: made exactly the same as we use. and big important things written in
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As you have already seen there are five layers in the map. <b>They must all exist. However, they can be empty.</b>
As you have already seen there are five layers in the map. <b>They must all exist. However, they can be empty.</b>


The four first layers are the ones that host the game graphics:
The five first layers are the ones that host the game graphics:
* floor
* 0_floor
* 1_terrain
* terrain
* 2_objects
* object
* roof
* 3_roof
* 4_roof_add
* roof add

the layers
*objects
*collision
*protection

are special. The objects layer must ONLY contain tiles from objects tileset (like monsters and food) NOT other graphics. The collision tileset uses ONLY the red square in the collisions tileset and the proection layer uses the green square from the collision tileset.


The draw order is:
The draw order is:
# floor
# 0_floor
# 1_terrain
# terrain
# 2_objects
# object and sprites like players, monsters, etc... sorted from lowest y, lowest x
# object and sprites like players, monsters, etc... sorted from lowest y, lowest x
# roof
# 3_roof
# 4_roof_add
# roof add


This basically means that any objects closer to the bottom of the screen, ie the foreground in our pseudo 3D world will be on top of other objects, and roof and roof add will be above everything.
This basically means that any objects closer to the bottom of the screen, ie the foreground in our pseudo 3D world will be on top of other objects, and roof and roof add will be above everything.