Delay on getting part 2 done
In part 2 I’ll be describing a way to add collision detection to a tiled map without having to draw the collision boundaries for the whole map. Instead, each type of tile will have its own collision boundaries (like, a floor tile will always have a collision boundary across its top). That way you’ll automatically get the collision rules set up at the same time as you draw your map. It’s a time-saver.
The problem is that figuring out the boundaries for each tile is pretty tedious, especially for tiles that have curves. I did this by hand for my own project, and I wrote up an explanation for how to do it. It was lengthy and, well, lame. I’m working on a web-based tool that will make this easier. Once that is done I will be able to complete part 2 and part 3.
So… it’s still “coming soon”.