Tile-o-matic - #2705
Draft
wjt wants to merge 1 commit into
Draft
Conversation
This adds a script that can be used to automatically update water, foam, shadows (cliff and bridge), and cliff collisions based on the other layers in the scene. It supports multiple layers of bridges but only one layer of elevations or (elevation or bridge) shadows. The intended workflow is to paint floors, cliffs, and bridges, then click Update to fix the others. One thing I discovered while writing this is that we didn't have collisionless alternatives for every cliff-edge tile, only for two of them, and those alternatives were missing their occlusion (physics and light) polygons and possibly some other properties. I wrote a script to give every cliff-edge tile an alternative that does not have wall collisions. (`elephant.gd`, needs a better name or to be deleted.) However this is still not quite correct. Bottom edges include include the cliff-face below. That face needs to be walkable when the bridge is coming from the bottom; but when coming from the side, the bottom should block the player. So we need two alts for that. Similarly, if you have a bridge reaching a top-right corner from its right edge, and land at a lower height above its top edge, you shouldn't be able to walk off the top. I did not fix this family of issues. This is also all painfully hard-coded to the specific tilesets in the main game... I edited the alts to add a modulation so they are easier to see in the editor.
|
Play this branch at https://play.threadbare.game/branches/endlessm/wjt/tileomatic/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Tile-o-matic
This adds a script that can be used to automatically update water, foam,
shadows (cliff and bridge), and cliff collisions based on the other
layers in the scene.
It supports multiple layers of bridges but only one layer of elevations
or (elevation or bridge) shadows.
The intended workflow is to paint floors, cliffs, and bridges, then
click Update to fix the others.
One thing I discovered while writing this is that we didn't have
collisionless alternatives for every cliff-edge tile, only for two of
them, and those alternatives were missing their occlusion (physics and
light) polygons and possibly some other properties. I wrote a script to
give every cliff-edge tile an alternative that does not have wall
collisions. (
elephant.gd, needs a better name or to be deleted.)However this is still not quite correct. Bottom edges include include
the cliff-face below. That face needs to be walkable when the bridge is
coming from the bottom; but when coming from the side, the bottom should
block the player. So we need two alts for that. Similarly, if you have a
bridge reaching a top-right corner from its right edge, and land at a
lower height above its top edge, you shouldn't be able to walk off the
top. I did not fix this family of issues.
This is also all painfully hard-coded to the specific tilesets in the
main game...
I edited the alts to add a modulation so they are easier to see in the
editor.