
The picture is represented by a sprite index (or tile index), which is its position in an associated spritesheet (see next). Each tile can have properties ( e.g., passable / blocked), special logic ( e.g., an action to perform when the player steps on them), and a picture to show.


This is typically used for foreground effects like foliage cover. Objects that are always drawn on top of other layers as well as the player. These objects will be drawn on top of the player if the player is North of them but behind the player if the player is south of them. Objects that are drawn on top of things behind them, like most trees. Any tiles placed on this layer will act like a wall unless the tile property has a "Passable" "T".įlooring, paths, grass, and debris (like stones, weeds, and stumps from the 'paths' tilesheet) which can be removed by the player.

Placeholders for buildings (like the farmhouse). Terrain, water, and basic features (like permanent paths). From back to front, the standard layers are. Objects in a layer closer to the front will hide objects in layers behind them. Each map consists of several layers stacked one in front of the other.When you reach the edge of an area or enter a building, and the screen fades to black during the transition, you're moving between maps. A map is the layout of the terrain (like water, cliffs, and land), terrain features (like bushes), buildings, paths, and triggers for a particular area.9.2 "mod reordered the original tilesheets".

