MarkeyJester, on 22 April 2015 - 10:17 PM, said:
Not that I do much level editing these days (or importing for that matter), I still feel that this is a great innovation! Having the collision on separate sheets in my mind is a highly beneficial form of import control, that removes the manual labour of post collision setting, and while it may give the impression of mess in one respect, it seems the finest way to go about it in my personal opinion. One thing I will ask is regarding the angles of the collision, how is that handled through importing?
By the way, the whole Green Hill Zone loop in Emerald Hill Zone thing is a great example to show off this fine new feature! Makes me wonder if importing Emerald Hill Zone's loop into Green Hill Zone would suit the palette just as fine...
By the way, the whole Green Hill Zone loop in Emerald Hill Zone thing is a great example to show off this fine new feature! Makes me wonder if importing Emerald Hill Zone's loop into Green Hill Zone would suit the palette just as fine...
Right, well, basically, if the collision data for a given block in a collision bitmap matches one of the existing solidity maps, it will simply use that data, including the angle. Otherwise, it tries to calculate the angle based on the start and end points of the slope. If a block ends with multiple filled columns, only the first is counted, if it starts with multiple filled columns, only the last is counted.
This post has been edited by MainMemory: 22 April 2015 - 10:31 PM

02
