Notes from YT Videos.
Import own graphics: import and export – import – select .png file- ok
database – sprite.
greenbox: lower layer tiles. bluebox: upper layer tiles. ontop of existing map. Area select tool can copy and paste group tile designs. Yellow box: events layer. events are 1 square each. select graphics tile from right menu, and double click square on map. this opens up events editor. You can name event. Priority tab: defines what layer it is on. below, same as or above player. Trigger tab: How event is activated. E.g, “Action button” event activated when player presses the designated action button. in yume nikki i think it is enter. “Player touch” event activated when player walks over event square. Event squares can be visible graphics or invisible, put over green or blue layer tiles such as floors or doorways.
Doors/ Entrances/ moving to different map
bottom left corner shows your maps. Rightclick on any map to add new map. There is a map hierarchy. it is easier to group submaps together under their main map for organization such as interior maps under town maps. (eg: little village¬hotel)
how to move between maps: choose a blank event layer (yellow box). will open up event controls. Select transfer player. select map from map folders, and select the square on the map where you want player to land. select which way sprite faces upon entry.
tip: if entering from top of map, select entry square as second square, and exit square as first square so if player wishes to leave they can backtrack to original map. “Player touch” is also the easiest event trigger to select so walking in and out of doorless rooms is more seamless.