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m (reverted section name for now, so this section's less confusing) |
(→Steam: Note about the different layer orders and some of the info was just kinda wrong?) |
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Line 70: | Line 70: | ||
* Item mod — only the [[no sign]] | * Item mod — only the [[no sign]] | ||
* Actor | * Actor | ||
* [[ | * [[Thin wall]] and [[Canopy]] | ||
* | |||
* | Entering or exiting a cell results the tiles to be updated in this order. | ||
The order entry collision is checked, on the other hand is different, and is: | |||
* Thin wall and Canopy | |||
* Item mod | |||
* Terrain | |||
* Actor | |||
* Item (If there is an actor on the cell, even if it doesn't block the entrant, the collision check with this layer is skipped) | |||
Each cell must have a terrain tile — in fact, CC2's [[C2M]] level format enforces it — but every other layer is optional. | Each cell must have a terrain tile — in fact, CC2's [[C2M]] level format enforces it — but every other layer is optional. | ||
For Chip's Challenge 1 tiles, the most notable improvements are the ability to place an item on top of any kind of terrain and the ability to place thin walls, in any combination, atop anything else at all. The other new layer is dedicated to new CC2 tile: the no sign. Canopies are the same tile internally as thin walls, so, as a consequence, they can be placed on any cell, optionally in combination with thin walls. | |||
Weirdly, the C2M format allows for multiple tiles of the same layer to be placed on the same cell, which results in all but the last tile of that layer to be [[Despawning and Respawning Glitch|despanwed]]. | |||
== [[Chip's Challenge 1]] tiles == | == [[Chip's Challenge 1]] tiles == |