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Updated tilesets (markdown)
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tilesets.md
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tilesets.md
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@ -43,4 +43,18 @@ Aquaria will first search for the graphic name in your mod (under **graphics/...
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You can use your own numbering. More precisely, there can be holes in your numbering.
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You can use your own numbering. More precisely, there can be holes in your numbering.
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This is useful if you want to categorize tiles for faster access in the editor. You could for example use 10-50 for rock tiles, 50-100 for plants, 100-150 for other decoration; and fill those slots over time while you add new tiles. You'll get a feel for this when you repeatedly cycle through tiles in the editor.
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This is useful if you want to categorize tiles for faster access in the editor. You could for example use 10-50 for rock tiles, 50-100 for plants, 100-150 for other decoration; and fill those slots over time while you add new tiles. You'll get a feel for this when you repeatedly cycle through tiles in the editor.
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Just don't use the same number twice.
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### Tileset rules:
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- IDs don't need to be sorted, but it's recommended since it avoids turning the tileset into a mess.
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- Don't use the same ID more than once.
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- IDs don't need to be contiguous. Holes are fine.
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- Don't change IDs for no reason. Tiles on the map reference tiles in the tileset by ID.
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- If you do this, tiles on the map will change textures because the IDs desync.
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- However, this makes it very easy to change a tile texture map-wide if you need to. Keep the ID, change the texture, done.
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- Tilesets can use up to ID 1023. IDs >= 1024 are reserved for Aquarian letter tiles.
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### Compatibility Notes:
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- Pre-OSE versions always load all tiles from the tileset into memory upon loading a map. This increases loading time and wastes RAM if your tileset contains a lot of tiles but your map doesn't use all of them.
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- Newer versions only load new tiles when the tileset changes, and only the tiles that are actually needed.
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