Collision Settings & Objects
Adventure Weaver » Devlog
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
Adventure Weaver
A game development tool inspired in the makers
Status | In development |
Category | Tool |
Author | josepho |
Tags | Game Design, Game engine, GameMaker, RPG Maker |
Languages | English |
More posts
- Updates from Easy Tile MapperMay 24, 2023
- Easy Tile Mapper page availableMay 05, 2023
- Export script and releaseApr 28, 2023
- Now it export so several toolsApr 24, 2023
- Tile detection & Palette organizationApr 12, 2023
- Edit tileset image inside the toolApr 08, 2023
- Profile editorApr 04, 2023
- New Layers and map browserMar 30, 2023
- Shapes, layers and zoomMar 26, 2023
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