Collision Settings & Objects


A collision system has been added to the tool. The feature contains the following:

  • User can create as many types of collisions as he wants
  • Collisions uses assets imported in the tool, there is a limitation of 40x40 px per collision image
  • When the user assigns a collision to a tile this collision is propagated to the map
  • User can place tiles with collisions in different layers and it will propagate to the map as well, the rule is that the latest collision in the list is the one that rules the tile
  • There is a collision view where the players can see the results of the collisions
  • User can modify the collisions of a map independently from the collisions of the tiles, this is helpful to create hidden passages and that kind of things
  • Another cool feature derived from this one is that users can see the state of the chipset pallete without creating a map if they tap on the collision option in profiles which can be very useful

Here is the video that shows everything

  • Special objects system: Now its possible to add markers to see where the special objects will be spawned in the map
  • Undoo: Its very limited at this moment but is it possible to undoo drawing actions by tapping on control+z
  • Project export: The project can be exported in a format that contains only the exclusively needed for the other engines to read the maps

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