diff --git a/tools/aseprite/tile-props/README.md b/tools/aseprite/tile-props/README.md deleted file mode 100644 index e64fea2..0000000 --- a/tools/aseprite/tile-props/README.md +++ /dev/null @@ -1,41 +0,0 @@ -# pxl8 Tile Properties Extension - -Aseprite extension for editing custom tile properties that are exported to pxl8 engine. - -## Installation - -1. Copy this directory to your Aseprite extensions folder: - - **Windows**: `%APPDATA%\Aseprite\extensions\tile-properties` - - **macOS**: `~/Library/Application Support/Aseprite/extensions/tile-properties` - - **Linux**: `~/.config/aseprite/extensions/tile-properties` - -2. Restart Aseprite - -## Usage - -1. Open a tilemap sprite in Aseprite (File → New → Tilemap) -2. Create your tileset with tiles -3. Select a tile in the Tileset panel -4. Go to **Edit → Edit Tile Properties** (menu will be enabled when a tile is selected) -5. Add/edit custom properties: - - **Name**: Property key (e.g., `solid`, `terrain`, `move_cost`) - - **Type**: `boolean`, `number`, or `string` - - **Value**: The property value -6. Click **Apply** to save - -## Example Properties - -For a grass tile in a tactical RPG: -- `solid` (boolean): `false` -- `terrain` (string): `grass` -- `move_cost` (number): `1` -- `defense_bonus` (number): `0` - -For a wall tile: -- `solid` (boolean): `true` -- `terrain` (string): `wall` -- `blocks_sight` (boolean): `true` - -## How It Works - -Properties are saved directly into the Aseprite file using the tile properties API. When pxl8 loads the tilemap, these properties are automatically extracted and made available in your Fennel/Lua code via `pxl8.tilemap_get_tile_data()`.