This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
fusion:basic_guides:mage [2021/01/23 10:44] – felixwright | fusion:basic_guides:mage [2021/01/26 06:36] (current) – felixwright | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ======= MAGE Tutorial (Incomplete) ======= | + | ======= |
Note: This guide was made in reference to [[http:// | Note: This guide was made in reference to [[http:// | ||
Quick Links: | Quick Links: | ||
- | [[fusion: | + | [[fusion: |
--------------------------------------------- | --------------------------------------------- | ||
Line 87: | Line 87: | ||
==== 1A- Layers ==== | ==== 1A- Layers ==== | ||
- | This section will explain how to edit how a layer “looks”, | + | This section will explain how to edit how a layer “looks”, |
**Controls** | **Controls** | ||
Line 106: | Line 106: | ||
In bland terms, Clipdata is how each block works. Each tile location in a room has a certain clipdata value assigned, be it 0 for air or 10 or solid. There are FF (255) slots available for different types of clipdata, however many are unused. Be very careful when editing clipdata in a room, because clipdata will work how it wants whether or not you have a block placed in a slot (for example, you can have an invisible slope in the air due to clipdata that has been assigned to empty squares). This means that any block that you do not want to be special will be assigned clipdata value 0, which indicates " | In bland terms, Clipdata is how each block works. Each tile location in a room has a certain clipdata value assigned, be it 0 for air or 10 or solid. There are FF (255) slots available for different types of clipdata, however many are unused. Be very careful when editing clipdata in a room, because clipdata will work how it wants whether or not you have a block placed in a slot (for example, you can have an invisible slope in the air due to clipdata that has been assigned to empty squares). This means that any block that you do not want to be special will be assigned clipdata value 0, which indicates " | ||
- | Clipdata is edited in the same way as block layers, with the only difference being that if you select a large group of blocks in the tile table, they will all share the same clipdata. MAGE is very generous in explaining what each clipdata number does, so I will just explain the important values whose functions may not be obvious at | + | Clipdata is edited in the same way as block layers, with the only difference being that if you select a large group of blocks in the tile table, they will all share the same clipdata. MAGE is very generous in explaining what each clipdata number does, so I will just explain the important values whose functions may not be obvious at all. |
[[fusion: | [[fusion: | ||
Line 133: | Line 133: | ||
=== c. Breakable Blocks === | === c. Breakable Blocks === | ||
- | An important type of block to have is the breakable block. This includes anything from crumble blocks (which break under the player' | + | An important type of block to have is the breakable block. This includes anything from crumble blocks (which break under the player' |
{{breakableblocks.png}} | {{breakableblocks.png}} | ||
Line 144: | Line 144: | ||
=== d. Water, Acid, and Lava === | === d. Water, Acid, and Lava === | ||
- | Clipdata A0, A1, and A2 are used for Weak Lava (which varia suit is immune to), Strong Lava (which gravity suit is immune to), and Acid (which nothing is immune to). These are fine to be used, however it is more recommended to use header effects (explained later) instead of these. The same goes for water, which doesn' | + | Clipdata A0, A1, and A2 are used for Weak Lava (which varia suit is immune to), Strong Lava (which gravity suit is immune to), and Acid (which nothing is immune to). These are fine to be used, however it is more recommended to use header effects (explained later) instead of these. The same goes for water, which is clipdata |
{{liquids.png}} | {{liquids.png}} |