![clickteam fusion 2.5 tutorial program scrolling clickteam fusion 2.5 tutorial program scrolling](https://i.ytimg.com/vi/RCoUVXOE_rI/maxresdefault.jpg)
Else if no other mask is created, we know the Island mask is the correct mask. If a mask is created before the "Island" group is reached, disable the "Island" group. Since this method is unable to detect if a tile has no neighbors, we can put the "Island" mask at the end of group. As such all groups requiring a bottom neighbor are disabled which are as follows: Surrounded (has neighbors on all sides), Bottom Wall (does not have a neighbor only on the bottom side), Top Left Corner (neighbor on the right and bottom), Top Right Corner (neighbor on the left and bottom), Vertical Tube (neighbors on the top and bottom), Top Deadend (only neighbor is on the bottom side), Left Wall (does not have a neighbor only on the left side), and Right Wall (does not have a neighbor only on the right side)Īfter all of the sides have been checked, two possible options may remain the island mask (has no neighbors) (will always remain) and another mask (will be the correct mask if the tile has any neighbors). Finally the bottom side is checked but no neighbor is found again. Top Right Corner (neighbor on the left and bottom), Bottom Right Corner (neighbor on the left and top), and Right Deadend (only neighbor is on the left side)Īfterwards the right side is checked and a neighbor is found. As such, all groups requiring a left neighbor are disabled which are as follows: Surrounded (has neighbors on all sides), Top Wall (does not have a neighbor only on the top side), Bottom Wall (does not have a neighbor only on the bottom side), Right Wall (does not have a neighbor only on the right side), Horizontal Tube (neighbors on the left and right). The left side is checked but no neighbor is found. The top side is checked and a neighbor is found. Suppose we had a tile with two neighbors one on top side and one on the right side. If a neighbor is notfound on a certain side, all groups requiring that side are disabled. Each of these groups will initially be enabled/activated when the test for neighbors begins.
![clickteam fusion 2.5 tutorial program scrolling clickteam fusion 2.5 tutorial program scrolling](https://clickfusion.academy/wp-content/uploads/2017/12/clickteam-fusion-tutorials-5.jpg)
Each mask will have its own group in the event editor as shown on the right. We will use a process of elimination to determine the appropriate mask needed for a certain tile. This system is important and comes back later in the tutorial. The name of each tile is listed in the below picture. So the number of tiles needed when looking at given number of neighboring sides are as follows:Īfter the tileset is completed, you should be able to arrange the tiles smoothly without rough connections between them. In our case, we have 2 options per tile so the formula is " 2 ^ ". The number of tiles required for a tileset is expressed with the following formula: " ^ ". These tilesets contain sixteen unique masks. The pictures below show two completed tilesets. This example uses a tileset where the tile has four sides, but the concept works for any given number of sides. Before we go to implement the mechanic, we need to create an appropriate tileset.