22Alpha wrote: ↑28 Oct 2017, 01:00
What if I put land tiles below then I put needs water only, would that still be okay? or maybe, the end pieces would be just planted on the water then I'll just add another tile for pathways
And if it is rotation aware, does that mean that I'll be making side and back designs too?
Yes, rotation aware means that you need to provide four different views (one for each map rotation). I recommend naming them A, B, C and D.
In your graphics program you can usually make a horizontal reflection of your image. This is your second view, but you will have to adjust lights and shadows, because they are now swapped. Then you must create a back view, this is your third view. Finally, you can make another horizontally reflected version of that back view which will be your fourth view. Again, you would have to correct lights and shadows there!
Each of these views need to become an indivual png-file.
(edit: I'm not quite sure, but the more I think about it, the more I suppose you'll need a a right and a left endpiece with four views each!)
But, be aware that you have to provide a counter-clockwise rotation order of these pngs in the "frames" setting of your JSON file.
Tiles with "needs water" only, won't build on land, I think.
I would probably make the endpieces land-tiles and the centerpieces water-tiles.
The land-tiles will need "draw ground":true to prevent the seawalls from being built. But still, you will have to make them blend in with the ingame shoreline texture. You don't need to set "needs land" or "needs water" here because being built on land is the default.
The water-tiles, however, need two settings to be built on water: "needs water":true and "needs land":false. If you want to make use of the ingame water texture set "draw ground":true as well. But you can still add some water spray in your texture then that will be drawn over the ingame texture.