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Creating new interactable tiles using existing effects (v1.7)

Daniel Andrusiewicz edited this page Sep 29, 2024 · 1 revision

Note: This is for creating tiles with effects that already exist, not implementing completely new tile effects.

Creating new interactable tiles

Right click within the Assets folder > Create > ScriptableObjects > Tiles

The current already implemented tile types are as follows:

  • RouletteTile: Red blocks from Bonus, spawn a random item depending on the player who hit it. Identical to collecting 8 coins.
  • BreakableBrickTile: Empty bricks that can be broken and bumped by players, shells, bobombs, etc.
  • PowerupTile: Spawns a progressive powerup when hit, depending on the player who hit it. Always is a Mushroom/FireFlower, if you want different powerups to appear, you'll need to add that yourself
  • BreakableBulletBillLauncher: Is used for the bullet bill launcher tiles. Does not actually spawn bullet bills, that's handled by a separate launcher entity.
  • CoinTile: Gives the player a coin when hit. Used for ? blocks.
  • TileWithProperties: Allows you create blocks with a material type for footstep sounds (like snow/sand/ice), along with specifying tiles as breakable (but not bumpable). Used for the wooden blocks on Grassland.
  • BreakablePipeTile: Relatively complicated, since it's each individual part of the pipe (End, hat, left side, right side, etc). Just copy paste + edit the existing pipe tiles if you need a new one.
  • InteractionRelocator: When interacted with, the "interaction" gets moved to another tile. Used for the big 2x2 blocks in Bonus.

Tile Properties

The use of most of the tile properties of the tile should be self-evident, I'll go through some:

  • Min / Max Speed - The speed of the tile's animation in FPS. Use only use one sprite for no animation.
  • Tile Collider Type - Collision shape of the tile, use "Grid" for a square. Follow this guide for custom shapes: ⁠Editing tile collision
  • Particle Color - The Color of the broken block particles that spawn after the tile is destroyed
  • Result Tile - The "empty" block sprite
  • Top Spawn Offset - The spawn position of the powerup. Keep at (0, 0) for normal 1x1 tiles.

Example "RouletteTile" properties