Hello~ I just nabbed this, and it seems, for the most part, ideal, but I have several questions.
I have a fairly large world map and I'd like to use a parallax for it. But it's got a giant lake smack in the middle, and slapping passable water tiles on top of it is gonna look icky since it's a hand-painted image that in no way aligns with a tile-based map.
So first question: How would I add collision (while still allowing boats) to a lake that takes up at least a hundred tiles in total area? I don't see a way right now to zoom out and select an entire swathe of map, and trying to add collision boxes to just the beach or land/water transition areas is... not ideal.
Screenshot of what I'm trying to work with (although the map is going to be redone): https://gyazo.com/387928a2900c1c26fe09914e7a23d939
There's also no documentation to speak of in the download folder, and I can't figure out what the curved arrow icon does other than turn a line a different color. What do the colors mean? And what does the "Ignore Collision" checkbox mean, exactly?
I appreciate you making this program, it really does seem great! Maybe I'm just missing something obvious. x)
Viewing post in Collsion Altering Plugin[MV-MZ] comments
Also I got this error when my sprite collided with both a fully- and partially-purple polygon: https://gyazo.com/90cbfd84938845831d2d59492103138e
I'm not sure if it's a conflict or something else.
sorry this was an oversight on my part.. to fix this open the plugin manager, double click the collision plugin, choose the jump restricted regions, and delete all the data in it( probably just the number 1, ), then press enter, then click on it again, it will be properly formatted after that as an array of data.
For the first issue, sorry there is not really a solution to this at this time... I apologize.... the only solution would be to use water tiles... :/
The second quesstion, the cuved line is for the jump from cliff mechanic, see this youtube video..
and the "ignore collision" is used for things like trees lets say you have a tree 3 tiles high, and you place this tree in front of a building, so, the top part of the tree, is obviously not meant to have collision.. but the building below it, is.. however when you place the tree over the building... it will OVERWRITE the colliders of the building, because the tree is higher priority... so in this situation... you would set the top of the tree, to ignore collision, so that it doesn't overwrite any colliders it covers.So, whenever you check the 'ignore collision' box, that specific tile, will NOT be read during the collision checks, because, by default the highest tile( the one that appears above all other map colliders ), is the one that gets used for collision checks. I.E. so if the trees branches from the above example, has NO collider attached to it, and the rock behind the tree has a collider, without the ignore collision flag checked on the tree's branches, the rocks collider will be completely ignored D: but WITH it checked, the tree's branches will not be checked, and instead it will check the next lower layer instead, in this case the rock behind ^^
Hopefully that's a bit clearer sorry I'm bad at explaining haha ^^;