That's good to know, I think my largest animation image is 1681x59, so it sounds like that'll be comfortably inside the limit.
Also Forestidia, thanks! I'm glad you liked it! I've changed a lot of the object names, so I had to fix some stuff, but I did check out the replay. I liked what you did to get on the platform; you wield bridges like a surgeon wields a scalpel. That was pretty neat to watch.
I'm not sure what to do about the graphical similarity you mentioned though.. I really really like the idea of the Lix boarding the train, getting off the train, etc... Just... Interactive trains. But at the same time they are really similar to the non-backgrounded trains. I'm trying to make it so everything that can be walked in front of has at least some sort of animation, even if it's just a flashing light. The pattern I'm trying to use to denote lethality is "If it has a red light on it, it kills you", but I'm not sure that'll be obvious enough to avoid confusion. We'll find out soon though!
I'm not sure I want to call it done yet, but I've got an updated tile set and a couple more levels with them. Again, not super serious puzzles, the new ones especially are mostly just here to show the new terrain set! This is what's new:
Terrain:
-CTA 4000-Series Railcar
-4 buildings (some design/layout differences, but they're mostly just recolors of the second building I made), and corresponding modular building pieces
-Fire escapes
-Phone booth
-Some floating building foundations
-Modular rail station pieces
-Sewer pipes (I like these in theory, but I'm not sure happy with how they came out... I don't really know what to do though. I feel like generally speaking they just have too much red. I feel like I'll just have to recolor them from scratch at some point.)
-Decorative details; specifically a basketball hoop, cars, meters, a fruit cart, shrubs, trees, street lights.
-Basic rectangular stone shapes and a wedge piece
-Basic vertical, horizontal, and diagonal steel beams
Hatches and Exits:
There's hatches for both types of train cars now! When the level starts, the train doors open, and Lix start getting off the train.
There's also exits for both types of train cars!
Sidenote, I have a white-window and a black-window version of the CTA 4000 car; for most of the gadgets I only made a black-window version... I like how the white-window variant looks, but I'm debating whether it should be included in the final tile set.. And whether it should have a complete set of animations and whatnot. I really like the train animations, but I also don't want to clutter up the gadget selection screens.
Traps:
The traps are a bit unusual... I wanted to make a trap where a Lix would get crushed by a moving train, but I had to do some interesting stuff to account for how wide the trap would need to be. Since the animation moves the Lix to the animated location as soon as they enter the trigger area, I realized if I made it like a normal trap, I would end up with this weird thing where a Lix would get teleported to the middle of a train before being crushed. Theoretically I could just make a bunch of small traps representing different starting frames for the same animation, but that would massively clutter the trap selection window. Sooo I tried two things as
:lix-frown:ke how that works, but I'm not sure if I should keep it as water or try to achieve the same result another way... Maybe I'll try making a fire variant?
Second, I made a version of the animation that has crossing gate, and the trap is only triggered when the Lix gets to the middle of the crossing gate. But then it was awkward to use because the only time you could use it was when it was wedged between two objects in a gap. I figured a tile-able trap animation would allow for longer trains, which would allow it to be used more flexibly... In order to make that happen without having crossing gates every car length though, I separated the railcar animation from the crossing gate animation entirely and set the trigger area for the traincar trap to zero. Since the railcar trap was technically no longer lethal, I went ahead and changed the indicator light on it from red to green.
So now, the set has two railcar 'traps' which are technically just scenery, but they're meant to be used in conjunction with the 'crossing gate' trap (Which is full of flashing red lights). And technically you can use the crossing gate trap by itself, but then you'll just see a Lix appear to be crushed under the wheels of an invisible train.
And finally there's one new trap involving an expired parking meter...