Sébastien Bénard
Sébastien Bénard
Duplicate #870
A viable way to implement 2.5D renders is to have your "ground" collisions on a layer, and do higher layers (ie. above the floor) in a separate auto-layer with -16px...
Here is a quick example, using layer offsets to achieve this type of render. [2.5D.zip](https://github.com/deepnight/ldtk/files/11341051/2.5D.zip) The main benefit is that rules are simpler to write, and collision layer only contains...
Hi, Unfortunately, larger rule tables mean a *big* impact on performances, as evaluation of larger grids will definitely kill the CPU, if done on large levels or projects. I could...
Good idea 🤔 I must first check if there is any kind of "standard" layout for this, to ensure some backward compatibility with publicly available tilesets.
It's related to Heaps: you should be using my version instead of the latest official one, which is kind of broken 🤷 ``` haxelib remove heaps haxelib git heaps https://github.com/deepnight/heaps.git...
This should be fixed in 1.5.3
Sorry, I just noticed your message here! I don't actually see any real reason for this PR to be closed 🤔 Maybe the try catch could be a little bit...
Related: https://github.com/deepnight/ldtk/issues/970
The issue is related to Hashlink itself, and I agree that an option to not show the console at all would be great :) You can write an issue there:...