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It should be noted that there is no way to fall through a platform from the top. This tile will only collide from the top, allowing the player to jump through it but not fall. They allow portals, lasers, gels, and light bridges through them, but not players, enemies, and boxes. This tile will cause portals shot at it to reflect off if it has collision This was fixed in AE but slopes still have a ton of problems. They will instead pass through the tile, unable to jump while inside of it. The tile does have diagonal collision, but it will not raise a player should they walk into it. Property List (From SE) Right Slope Ĭurrently broken. If the tile has collision and this pixel is also selected, portals cannot be placed on it. It will look like a regular coin and not the image in the tileset. Additionally, it will always turn into the same block, though that block can be altered in SE. In SE, the Coinblock Graphic can be changed. It will look like a regular Coinblock and not the image in the tileset. The particles that appear when it is destroyed will be the standard graphic for the mappack, defaulting to the SMB bricks. The tile will behave like a brick block, and will be destroyed when Super Mario, a Koopa Shell, or an enemy with the "breaksblocks" property hits it. It will look like a regular block and not the image used in the tileset. The tile will behave like an invisible coin block. If this pixel is left blank, Mario and all entities will pass through it as if the tile is part of the background. In other words, it will behave like a regular block. The tile will cause Mario and all entities to stop when attempting to pass through it. If all tiles change to coins when placed, this is likely the problem use GIMP, Paint.NET, or Photoshop to get rid of the extraneous white pixels or the tiles will turn intoĪ reference sheet for the Alesan99's Entities tile properties (as of version 0.10.0 13). This becomes a problem for users of Microsoft Paint, which does not support transparency. Note that the pixel does not have to be the same color as in the image except for some special cases in AE.Īn important part of the tileset is that unwanted properties must have transparent pixels in their place.
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As shown in the image to the left, placing a pixel in the predefined spots will cause the tile to behave differently in the game. The collision properties are probably the most important part of the tileset. A reference sheet for the Special Edition tile properties.
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