Grammar and readability fixes for "Step by step", "2D", and "3D" (#1518)

* Minor changes to UI control doc

* Step by step minor grammar fixes

* Editor readability and grammar tweaks

* 2D readability and grammar tweaks

* 3D readibility and grammar tweaks, rewrite part of IK

* Fix bad merge

* Add requested changes, update lifebar UI screenshot
This commit is contained in:
Jason Maa
2018-06-17 23:22:32 -04:00
committed by Max Hilbrunner
parent 38a3ed135a
commit d110f7bd88
26 changed files with 833 additions and 488 deletions

View File

@@ -26,8 +26,8 @@ Having them as separate images also works.
.. image:: img/tileset.png
Create a new project and move the above PNG image into the directory. Next
go into the image's import settings and turn off ``Filter``, keeping it on will cause
Create a new project and move the above PNG image into the directory. Next
go into the image's import settings and turn off ``Filter``, keeping it on will cause
issues later. ``Mipmaps`` should already be disabled, if not, disable this too.
We will be creating a :ref:`TileSet <class_TileSet>`
@@ -80,11 +80,11 @@ recommended because it is easier to edit.
.. image:: img/tile_example3.png
Finally, edit the polygon, this will give the tile a collision, and fix
the warning icon next to the CollisionPolygon node. **Remember to use snap!**
Using snap will make sure collision polygons are aligned properly, allowing
a character to walk seamlessly from tile to tile. Also **do not scale or move**
the collision and/or collision polygon nodes. Leave them at offset 0,0, with
Finally, edit the polygon, this will give the tile a collision and fix
the warning icon next to the CollisionPolygon node. **Remember to use snap!**
Using snap will make sure collision polygons are aligned properly, allowing
a character to walk seamlessly from tile to tile. Also **do not scale or move**
the collision and/or collision polygon nodes. Leave them at offset 0,0, with
scale 1,1 and rotation 0 with respect to the parent sprite.
.. image:: img/tile_example4.png
@@ -148,8 +148,8 @@ using the lock button:
.. image:: img/tile_lock.png
If you accidentally place a tile somewhere you don't want it to be, you
can delete it with ``RMB`` while in the tilemap editor.
If you accidentally place a tile somewhere you don't want it to be, you
can delete it with ``RMB`` while in the tilemap editor.
You can also flip and rotate sprites in the TileMap editor (note:
flipping the sprite in the TileSet will have no effect). Icons at the
@@ -179,5 +179,5 @@ one that looks better for you:
Rendering > Quality > 2d > Use Pixel Snap`` to true, you can also search for ``Pixel Snap``).
- Viewport Scaling can often help with shrinking the map (see the
:ref:`doc_viewports` tutorial). Simply adding a camera, setting it to ``Current`` and playing around with it's ``Zoom`` may be a good starting point.
- You can use a single, separate image for each tile. This will remove all artifacts, but
- You can use a single, separate image for each tile. This will remove all artifacts but
can be more cumbersome to implement and is less optimized.