Void decoration tiles#2173
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Play this branch at https://play.threadbare.game/branches/endlessm/void-decoration-tiles/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
wjt
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This looks great but I wonder if we should go further and replace the "sewn" right-angle edges of the void entirely with the (static) new void?
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I think this one is missing the chromakey
This is a call to @PlayMatters ! I considered them decoration tiles to paint on top. If we really want to make this a replacement for the void carpet terrain, then it must be redone by the artist. Because this is the opposite than the existing one: you are painting the land behind (transparent) tiles, while the Void is at the borders of the tiles. In the existing texture, you paint the Void (red) tiles. I tried editing the delivered texture to flip the tiles but it breaks the seamless of the texture. Also if we want to replace the existing texture, there are some missing tiles. I sketched them in yellow here:
But if we want to replace the existing texture then the land (transparent) should be at the borders (quickly sketched below). Which in my opinion won't look as good as the ones delivered. Because the land areas have to be thinner:
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As delivered by PixelFrog. Add new decoration tiles to the Void tileset. This has the advantage that the shader work on them too, because they have the red mask. For the animated ones, set them to start playing at random frames, like the foam. And use the 10 frames per second that is the common framerate of the project. Paint polygons with a small corner collision for the "non walkable floor" layer, in most of the corner tiles. Otherwise, the StoryWeaver can look like standing on the Void. Use them in scenes This is just a start to see them in game. Use the static ones in the grappling_hook_powerup scene, at the sides of the enemy patrolling. Use the animated ones (and some static ones) in the grappling_hook_start scene, for the big gap separation. Hopefully players will identify the place when going back to finally grab the magical thread.
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Integrate "affected by void" tiles
As delivered by PixelFrog.
Add new decoration tiles to the Void tileset. This has the advantage that the
shader work on them too, because they have the red mask.
For the animated ones, set them to start playing at random frames, like the
foam. And use the 10 frames per second that is the common framerate of the
project.
Paint polygons with a small corner collision for the "non walkable floor" layer,
in most of the corner tiles. Otherwise, the StoryWeaver can look like standing
on the Void.
Use them in scenes
This is just a start to see them in game.
Use the static ones in the grappling_hook_powerup scene, at the sides of the
enemy patrolling.
Use the animated ones (and some static ones) in the grappling_hook_start scene,
for the big gap separation. Hopefully players will identify the place when going
back to finally grab the magical thread.
Resolve #2164