Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

fix(sprite): reposition rope tiles in atlas for padding #1041

Merged
merged 3 commits into from
Nov 10, 2024

Conversation

nelson137
Copy link
Contributor

Fixes #1014 (for now).

It sounds like a proper fix entails significant work; but to fix the immediate issue we can move the rope tiles away from any others so that those adjacent to them are blank.

Before

before-asset before-game

After

after-asset after-game

@MaxCWhitehead
Copy link
Collaborator

Yeah a rendering fix did not seem very clear, I think this is good, I had not tried this but good to know can be fixed in authoring of the tilesets.

Haven't had a chance to boot up game and double check - I see level 3 is updated. Do you happen to know if any other levels use these rope tiles or just 3?

If no other levels will go ahead and merge. Thanks!

@nelson137
Copy link
Contributor Author

Good catch, levels 7 & 8 also have ropes that were broken. Those are now fixed:

Level 7

Before After
level-7-before level-7-after

Level 8

Before After
level-8-before level-8-after

@nelson137
Copy link
Contributor Author

nelson137 commented Nov 9, 2024

Well I found a few more, the railing and flag in this atlas have the same issue.

EDIT: and the crow's nest

@MaxCWhitehead
Copy link
Collaborator

Well I found a few more, the railing and flag in this atlas have the same issue.

EDIT: and the crow's nest

Ah gotcha, those were much less noticeable to me. Good to know. Should I go ahead and merge this (we can open a new issue for those)? If want to update PR for anything I can leave it open.

@nelson137
Copy link
Contributor Author

Yeah I think this is good to merge as-is. I can do the others in a follow-up.

@MaxCWhitehead MaxCWhitehead added this pull request to the merge queue Nov 10, 2024
Merged via the queue into fishfolk:main with commit 62fb20c Nov 10, 2024
8 checks passed
@nelson137 nelson137 deleted the fix/1014-rope-sprite-artifacts branch November 16, 2024 21:58
github-merge-queue bot pushed a commit that referenced this pull request Nov 22, 2024
Follow-up to #1041.

## Changes

- Fix the rest of the sprite artifacts in `ship_decorations`

## Things Worth Mentioning

- Changed levels 3 & 8 to use YAML flow style so that I could find tiles
by position (e.g. by searching for `pos: [13, 10]`:

    Before: 
    ```yaml
    tiles:
    - pos:
      - 1
      - 2
      idx: 3
      collision: Solid
    ```
    After:
    ```yaml
    tiles:
    - { pos: [1, 2], idx: 3, collision: Solid }
    ```

- Add script to get the layer names in any level files that use specific
tile indexes of a tilemap:

    ```yaml
    # Find all crow's nests (indexes 30-32) from ship_decorations
$ ./scripts/find-atlas-tiles.sh ship_decorations.atlas.yaml '[30,31,32]'

    ./assets/map/levels/level_3.map.yaml
    - foreground

    ./assets/map/levels/level_8.map.yaml
    - foreground

# This tells us levels 3 and 8 have crow's nests in their "foreground"
layer
    ```

- Fix git attributes for text files in `assets/` & `old_assets/` which
shouldn't be treated as binary (yaml, txt, ftl)
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Rendering artifacts on edge of rope netting sprite
2 participants