From df21100d915edc112f0391440c91abfff7bd429e Mon Sep 17 00:00:00 2001 From: "False.Genesis" Date: Wed, 26 Dec 2018 14:44:40 +0100 Subject: [PATCH] Updated layers (markdown) --- layers.md | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/layers.md b/layers.md index aca4eab..bbd3709 100644 --- a/layers.md +++ b/layers.md @@ -9,6 +9,7 @@ Internally, the game uses a lot more layers, but only some are available in the * Number keys 1-9 * No special properties * Detailed info: + * <[[Parallax layers|#Parallax layers] come somewhere around here> * Layers 1, 2, 3: Behind the black background * Layer 4: The black background is located here. * When tiles are moved to the front they are in front of the background; when they are moved to back, they are behind the background. @@ -17,6 +18,7 @@ Internally, the game uses a lot more layers, but only some are available in the * Layers 6, 7: In front of the previous layers but still behind entities. * * Layers 8, 9: In front of everything else. + * ### Tips / typical layer use: * Layer 1: Non-parallax-scrolling repeat backgrounds @@ -64,9 +66,9 @@ You can press _Alt_+_J_ to toggle the dark layer; it stays disabled until you re Rules of thumb: -* White graphics on the dark layer remove darkness -* Black graphics on the dark layer add darkness -* Colored graphics add sort of a "tint" and can be used to modulate color. +* Bright colors on the dark layer remove darkness +* Dark colors the dark layer add darkness +* Colors in general add sort of a "tint" and can be used to modulate colors underneath. As on every layer, the order of things drawn on the dark layer is important: If you have a black graphic covering a large area and a small white graphic is drawn _afterwards_ (ie. is on top) then you will have a small hole (visible area) in a sea of blackness.