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author | Jesusaves <cpntb1@ymail.com> | 2018-07-10 23:24:18 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2018-07-10 23:24:18 -0300 |
commit | dc2478bc848e9d4b14ca00b5c1503314d5b66bb9 (patch) | |
tree | 02e9d91163df21d6b4f5d2123c8c1fc36f2f8f5b /graphics/tilesets | |
parent | ef2abc966954eb61956542b08f7ce4d28930ab76 (diff) | |
download | clientdata-dc2478bc848e9d4b14ca00b5c1503314d5b66bb9.tar.gz clientdata-dc2478bc848e9d4b14ca00b5c1503314d5b66bb9.tar.bz2 clientdata-dc2478bc848e9d4b14ca00b5c1503314d5b66bb9.tar.xz clientdata-dc2478bc848e9d4b14ca00b5c1503314d5b66bb9.zip |
[skip ci] This works best. Player and Monster walls are not meant to bucket-fill.
...Well, you *could* bucket-full, sure. And these walls could be also a problem with
ranged weaponry. Uh... Well, anyway. It's easier to identify stuff now!
Diffstat (limited to 'graphics/tilesets')
-rw-r--r-- | graphics/tilesets/collision.png | bin | 3308 -> 1450 bytes |
1 files changed, 0 insertions, 0 deletions
diff --git a/graphics/tilesets/collision.png b/graphics/tilesets/collision.png Binary files differindex de5f9d55..f46d71af 100644 --- a/graphics/tilesets/collision.png +++ b/graphics/tilesets/collision.png |