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Index

Tilesets
  Palette Swap Animations
Tileset Basics
  Compiling a tileset
Tilesets Masks
  Automask
  Masking in general
Tilesets Palettes
  16 bit to 8 bit
  Gradients
  Creating the Palette
  3D Tileset Objects
  Underwater Ambient Lighting
Jcs events
  Ambient sounds (Howto JCS)
  Mystery of the Pacman Ghost
  Destruct Scenery
  Warps
  Text
  Triggers
  Buttstomp Scenery
  MCE's - why and how
  Events moved by belts
  Event Theory
Jcs interface
  JCS Hotkeys
  Textured Backgrounds
Leveldesign theory
  Important phrases (Howto JCS)
  Bouncy things
Leveldesign tutorials
  Making a simple level (Howto JCS)
  Layers (Howto JCS)
  Background Music
  Cool layer tricks
  Trigger Scenery in background layers
  Tile Cache
  Motion Blur
  Remembering Triggers
Miscellaneous
  Links and Resources
  Welcome to JCSref
  Detached Starfields

 Viewing node Automask


Automask

Automask is a very easy feature to use when you are compiling your tileset.

To put it simply, this feature allows the player to walk through / past anything that was transparent in your image. Anything that's NOT transparent in your tileset will be "masked" which means players, enemies, etc . . . can walk or rest on it.

TO USE AUTOMASK:

When you start making your tileset, automask is automatically turned on until you change it. If you changed it, you can still turn it back on by choosing it from the top of the menu.

You must remember that for better tilesets you must make your own mask file. This is because stuff like poles, vines and spikes have to be masked in a certain way. You should also keep in mind that any edges that are too rough will cause the player to get stuck in the scenery - meaning they'd have to JJK themselves.

Added on: 2 June 2001 12:31. Made by Ice M A N.