@@ -51,10 +51,17 @@ To have a layers render in front of the player in game, the layer needs to be pr
...
@@ -51,10 +51,17 @@ To have a layers render in front of the player in game, the layer needs to be pr
### Saving the Map Properties as CSV
### Saving the Map Properties as CSV
IMPORTANT: If you skip this step, the Smart Pathing NPCs will not work correctly. Currently, the collision information for a map is parsed as a csv.
IMPORTANT: If you skip this step, the Smart Pathing NPCs will not work correctly. Currently, the collision information for a map is parsed as a csv.
To select the correct format, click 'Map' and then click 'Map Properties', as shown below:
To select the correct format, while the map is open in Tiled, click 'Map' and then click 'Map Properties', as shown below:
<palign="center">
<palign="center">
<imgsrc="https://i.imgur.com/1a1d20x.png"/>
<imgsrc="https://i.imgur.com/1a1d20x.png"/>
</p>
</p>
Next, make sure the Tile Layer Format is saved as csv. If it is not, change it.
<palign="center">
<imgsrc="https://i.imgur.com/9kMJeBg.png"/>
</p>
## Adding to the Game
## Adding to the Game
Once you are done with your map, it should be saved into the GameClient's /maps folder. The map must be added into the ServersForTest.java class in GameShared, making sure to increment the port number. Finally a new run configuration must be created to run the new server (Make sure to add this run config to the wiki).
Once you are done with your map, it should be saved into the GameClient's /maps folder. The map must be added into the ServersForTest.java class in GameShared, making sure to increment the port number. Finally a new run configuration must be created to run the new server (Make sure to add this run config to the wiki).