Hello. They are provided as you see in the image. They have no frame-by-frame animations, it's just an item/icon that can also be used in-game if you animate them in your game engine(e.g. animation player in Godot)
RafaelMatos
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There are many ways to do that. An overlay color is the simplest and fastest way to do it but it's not super good looking like the graveyard keeper method. You can also only use shaders instead of a color overlay and get some more control over the effect. Also, you don't need to follow every step of this article, you could just use ambient light/spotlight/normals to get a pretty decent night effect. This software creates the normal texture for you https://azagaya.itch.io/laigter
Thanks! You can press F to drop items. You have to reach the 20th day to release the curse and win. The curse makes your life harder, increasing the amount of food you have to eat, and the monster(crow) difficulty. If you get too much curse(200), you die for good. To sleep you have to wait at least half a day. Press E to sleep. The monster is part of the curse, It's there to kill you and prevent you to reach the day 20th. If the monster kills you, you lose a day. Crops can also die if you don't water them before the day is over.
The files are working fine. Please, if you don't know Tiled, you can access my Discord to get help but to learn more about the software in general, I recommend their official Discord and their Documentation
Here is a quick tip about automapping:
- rules.txt must be placed in the same folder as the map file
- you can have multiple rule.txt files. If you have a map in another folder, create a rule.txt in this folder as well
- the rule.txt: to refer to rules in previous folders, use "..\" to jump to previous folder and then type the rest of the path. you can repeat this process to go further but I recommend to keep your folder structure simple and not too nested
- automapping works per layer, so the name of the layer matters. Check the rules(.tsx files) to check the layer target