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