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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.

I see. Okay, thank you! I'll try to figure out something for the water. 
Does the Ignore Collision only affect the points you draw after ticking the box, or does it affect the whole shape at once? I'm not sure how to make half an object pass-behind and the rest not.

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 ^^;

Ah okay, I think I understand. Thank you~!